Making Dungeons Fun Again

notank

Want to know a secret? There’s a simple way to make WoW more fun.

Last night I had more fun in a random dungeon than I have for a long time. I was in Stockades, of all places. A Stockades run is usually a pedestrian half hour filled with enemies which aren’t challenging but have vaguely annoying abilities and no loot to make up for it.

The dungeon didn’t magically morph into a Lernean Hydra spitting epics at us. What changed was the group. The tank suddenly left. We were left with a lowish level party of three mages and a priest healer. We also had prison cells full of bad guys cracking their knuckles and asking whether our relatives could stitch this.

We carried on. The three mages had fun using every trick to play mage tennis and help the healer ensure we didn’t become wallpaper paste. The priestie sat there cheerfully swearing as he healed and cackling maniacally every time he physic screamed because he could it saved our clothie hides. Lots of conjured water later we finished the dungeon, all in great spirits.

What does that mean? We don’t need tanks. Nope. Not in 5 man instances.

Right now WoW is based on the ‘holy trinity’ of three roles; tank, healer, DPS. It’s a tradition going back through the MMO and RPG genres. The nay-sayer in me mutters that removing one of the roles would shake the very foundations of the games industry. It wouldn’t; it’s already happening.

The complexity of the roles has been simplified over time. Back in the day groups had to be pristinely organised. Each person performed challenging tasks. Support classes were necessary. Contingency plans were useful if the battle went awry.

It was the case for WoW as much as any other game. It wasn’t long ago tanks alone were juggling single-target tanking on four monsters whilst anxiously watching the one nursing a headache and herding the battle round the confused sheep. Before TBC, I gather, it was more tricky. That type of game play taught players to be creative strategists. It’s in that kind of situation that I met and bonded with my guildmates over hours of wipes and brainstorming.

Things are more straightforward now. More generalised; each of the roles is cut-and-dry in WoW. Tanks are there to hold the monsters’ attention. DPS are there to take them down, usually with little mind of what dies first. Healers are there to keep everyone topped off with heals so huge I’d not be surprised if characters feel like they’ve been dunked in the fountain of youth. Of course, there are fights where there are exceptions – sometimes healers get to top the boss’ health off instead, The roles are plain and appear interdependent.

But the roles don’t need each other to function. Last night my group’s DPS did its job – to deal damage – perfectly fine without a tank regulating us. We just had to be a bit more creative, versatile, and able to think on our feet. These are qualities which haven’t really been challenged in Wrath’s standard system but I’d go as far to say that the creative strategist in me opened one drowsy eye while my mana’ed out mage watched the cooldown on frost nova with her robed back to the wall.

Dare I say it, we also had to work as a team, rather than just have the tank glue everything to himself and everyone else sedately press the usual buttons to floor the next pack. We functioned much better as a social group. Usually the members of a group each have a set task and if something untoward – or just unexpected – happens it’s easy for a group of strangers to feel justified in laying blame on a person who failed or made a mistake with their individual task.

Last night, without a tank and with the group’s tasks shared equally, the potential for blame was removed. Everyone could contribute to everything. Even the healing! Us mages didn’t just sit in the fire expecting the healer to keep us all, four clothies, up AoEing 10 mobs at once. I don’t know if any of us would do that under the standard roles but with that jot of creativity and freedom allowed to us, we did what we could to help tank and heal. And when we did wipe? We all laughed and congratulated each other on a good fight.

So there we go. The roles already look a whole lot different to how they did when they were originally conceived in EverQuest or even Breath of Fire. We just need to take the plunge and get rid of one of the canonical roles. Not much to ask, right?

We’re only talking as regards 5 man groups, here, but just think of the ramifications for raids. What would they be? More creative players graduating from instances and more chaos and raids unlike anything we’ve ever known – I wonder if the outcomes would offset one another. I wonder if WoW could even support such a change, or if it would require a whole level playing field.

What do you think – is this a terrible idea which would do irrevocable damage to WoW, or a great one, with modifications?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article image originally on flickr, by id-iom.

Cataclysm Loses its 2 Biggest Selling Points

There’s been a press release announced just minutes ago and if you want to skip the news, then you’ll want to skip out on this.

Personally, I think the loss of Path of the Titans and Guild talent trees were done mostly to shave off development time. Either that, or it just wasn’t working out quite well as the developers had hoped.

Path of the Titans – Gone!

  • Path of the Titans has been scrapped and will not be implemented.
  • Instead Blizzard will focus on improving the glyph system, as they feel it didn’t quite hit the intended goals in Wrath.
  • Glyphs will now be available in 3 categories: Major, "Medium" (PH name) and Minor.
    • Major glyphs are core to each class and will be expected to be used to perform at maximum level.
    • Medium glyphs will be to provide "fun" alterations to abilities.
    • Minor glyphs will largely function as they do today.
  • Based on the mockup shown, you’ll be able to have 3 glyphs of each type at level 85: Major, Medium and Minor.
  • The glyph UI will now display all of the glyphs available to your class, even if you haven’t learned them yet, to the right of the section where you apply your glyphs.
  • Blizzard wants to make glyphs permanent so you don’t have to carry a stack of them around. Simply learn the glyph and then you can swap it whenever you want.

I’m a little disappointed by this largely because I think Path of the Titans had so much potential for the game. Instead, what is going to happen now is that the current glyph system is going to see some additions. Another layer of glyphs means additional customization options for our characters. I liked the idea of going out on some journey to explore and discover ruins that fell under the deity that I followed.

As for the glyph, I’m curious as to what is meant by “fun” alterations. Perhaps something like this?

Major: Prayer of Healing heals an additional 20% of its initial heal over 6 seconds.
Mild: If a target hit by Prayer of Healing gets healed to full, your spellpower is increased by 5% for the next 9 seconds
Minor: Raiditude no longer requires Candles.

It also sounds like Scribes are finished.

Guild talent system – Gone!

Guild Leveling

  • There are 25 levels in total.
  • Guild talents are not going to be implemented.
  • Instead, guilds will be automatically rewarded with perks.
  • Each time a guild levels up they will receive a perk.
  • Guilds gain experience through a member participating in dungeon or raid boss kills, winning rated battlegrounds, completing quests or unlocking guild achievements.

Other than the removal of talents, there is nothing new here. It sounds like eventually, every guild will have access to the same number of perks. I’ve got some mixed feelings on this a bit largely because guild talents were another way for GMs to set their guild apart. On the other hand, it also meant that guilds could either be PvE or PvP guilds, and not necessarily both which ran contrary to their philosophies on accessibility.

I’m contemplating a pros and cons post with the rest of the WoM crew here about that very topic.

When I see the word “perk”, my brain shifts to Call of Duty mode. Oh well. No changes to the method by which guilds can gain experience. 

Guild Rewards

  • Guild currency has been scrapped.
  • Guild rewards will be unlocked by completing guild achievements.
  • Rewards will be purchased with gold, and anyone in the guild can purchase the reward once it’s unlocked.
  • Examples: mounts, tabards, heirlooms.
  • Guild mounts will have a flag attached to them that displays the guild’s emblem.

I suppose we’ll be using guild bank money to make the appropriate financial decisions. Riding around a Gryphon with our guild emblem on a flag does sound kind of cool though. Guild rewards sound like another way for guilds to set theirs apart from others. What’s unique is that guild rewards aren’t technically considered raid progression or anything like that. Actually, we won’t know until we know what the achievements actually are yet.

One possible unforeseen side effect? Gold farmers won’t just be selling WoW gold or accounts anymore. Selling guild names and achievements could be another product we’ll be seeing on the virtual black market.

Guild Reputation

  • This is a newly announced feature; players will gain reputation with their guild similar to how other reputations work in the game.
  • As you contribute to the guild by completing quests, killing bosses, winning rated BGs or completing guild achievements, you will gain reputation.
  • The best guild rewards will require having exalted reputation with your guild.
  • Guild reputation is on a per-character basis, so you’ll have to gain rep for each character you have in the guild before you can buy rewards with it.
  • Reputation is not wiped immediately upon leaving or being removed from the guild; this is to prevent losing all your progress in the guild due to someone jokingly kicking you.

Years ago, players that signed on to join my guild were informed that they would have to grind Matticus rep. Now it appears it is a reality.

This does give incentive to players to actually do stuff in the guild so that everyone benefits as a whole.

Guild Achievements

  • These will be integral to the reward and level systems. Completing one can unlock rewards as well as give the guild experience.
  • Guild achievements are earned and owned by the guild, so once it has it, it never goes away — even if all members who participated leave the guild.
  • Even classic raids will help level your guild. A new version of the classic raid meta will become available that guilds can complete.
  • When viewing a guild achievement it will display the members who participated in earning that achievement.
  • To earn a guild achievement you must have 7 of 10 or 20 of 25 players in the raid be members of your guild.
  • There will be realm first achievements for guilds, as well as individual players.

Just when I thought I would never have to go back to take down C’Thun again. Looks like I may have to do it again just for the guild achievement and guild perk.

Guild Window

  • The guild UI has received an overhaul and contains:
    • The guild xp bar and its current level.
    • An RSS-like feed of the latest news for the guild; boss kills, level milestones, etc.
    • Some news like major raid boss kills or level 85 will be "sticky" (this is determined by Blizzard) and will persist at the top of the feed for a while.
    • An upcoming events section that is a snapshot of your guild’s calendar.
    • The most recent perk the guild has earned, and the one for reaching the next level.
    • The guild reputation bar (this is specific to your character).
  • The guild roster page has also been overhauled and now contains a professions display for each member.
  • You will be able to click on profession icons and view the recipes a guild member has, even while they’re offline.

What would be cool is if this guild information can be parsed and echoed into blogs and other areas. Great tool with which we can show off what our guilds have done. The ability to inspect and view what guild members can craft has been a long time coming.

All in all, I’m not completely let down by the announcement. After thinking about it and examining it more from other angles, it sounds like the ideas are still there. It’s just the methodology that will end up being different.

How about you guys? Not happy with the loss of Path of the Titans or Guild Talent points?

Edit: On a completely unrelated note, I’m currently looking for an Elemental Shaman, or a Holy Pally for my guild. Even if you’re not the class or spec but would still like to raid, go ahead and apply anyway.

Kingslayers? That’s Unpossible!

I was originally going to regal you with the wild tales of my misadventures through the LFD tool, but instead I am consumed by a  need to share my overwhelming pride.

Tuesday June 8th at near 10:20pm est, Unpossible downed The Lich King in 25 player mode. Normally I wouldn’t bother posting something like this as I don’t want to be seen as a braggart, but I am proud of my guild for sticking to it and getting this done. Over the last few months we’ve been combating burnout, illness, freak weather and buggy encounters. It seems to always be the way, we make incredible progress and then Murphy rears his ugly head and we get stymied by random occurrences.

I will say this was one of the more exhilarating kills we’ve had. Wed the week prior we broke early to attempt to buy Blizzcon tickets as a guild, we decided it would be nice to let everyone enjoy the weekend and focus on getting to the convention. On Monday we dove back into ICC and went hell for broke for The Lich King. As we were handling defiles and valks something just clicked. Vent got quiet and everyone was moving in unison. These are what I like to call moments of raiding clarity. This is where everyone is doing everything perfect and the boss abilities are right on time. It is almost like participating in a choreographed dance. It was just as if suddenly everyone got the fight. We made great progress and were consistently pushing into phase 3. Midnight bells tolled and we called it a night, but before we did officers agreed with spirits so high and considering the progress we made that we needed to extend the lockout, get the same raid group in ICC and take the bastard down. Who needed more shards? Badges? Pfft! A dead Lich King is all we wanted. And when the announcement went out over ventrillo you could hear people becoming excited.

So when Tuesday came, we headed in and on our first pull that same magic was there. pushed into phase 3, and we wiped because we weren’t expecting to get there on the first pull. So we head back in our confidences high, and pull again. This time his health gets even lower, we wipe to something stupid, but spirits are still high. We go again and again, each time chipping away at that total health. After a 10 minute break around 10 we come back in, buff up and pull. We get to phase 3, everyone alive and we’re going strong. We’re kiting the spirits, and moving from defiles with expert reflexes, I get picked as the second person to go into Frostmourne and I heal the shit out of Terenas Menethil, I get dumped back to reality and we keep going. His health is dropping lower and lower. The other resto shaman gets picked for Harvest Soul, something unknown happens and he dies. LK enrages and everyone gets tense. Our main tank Woe pops his cooldowns as healers bridged the gap to him and the big heals started raining in. Suddenly he gets smacked hard and goes down. LK is at 14% with a few key people down (healers and high dps) everyone sighs, a wipe is almost called but instead Woe calls out for our OT Theonius to grab the LK fast. He charges over, grabs him, healers switch targets immediately and everyone unloads. Remaining healers go all out balls-to-the-wall with every cooldown and bit of mana they have to throw behind healing. LK at 12%, vent gets quiet again except for the calls from the raid leaders giving terse directions “heal x, move right” LK at 10.5%. Everyone is holding their breath and then you hear the call “Take this bitch down!” LK 10%, he wipes the raid and everyone cheers on vent, a reminder is sent out not to release and we all are whooping and hollering at the top of our lungs. Our mass res comes and we pop yet another heroism for good measure and unload, our achievements pop up and at that moment I could actually hear all remaining tension and burnout leave. A burden lifted from everyone’s shoulders and fresh energy flowing into the raiders.

An early end to a raiding night, and week, but one well deserved. So as of Tuesday we finally start our hard modes. There is palpable excitement as everyone is getting ready and anticipation is high. After all the random things that have gone wrong along the way, I can honestly say this was one well deserved kill for Unpossible. I’d like to thank each and everyone of my guild-mates, officers and everyone in between for continuing to work so hard and to persevere though so much. We’ve been around for a long time, and we have no intention on stopping! We have our eye on you Deathwing, and we must break you!

We all have our obstacles in game. Raid attendance, pushing the DPS envelope, getting that computer to stop dropping you from raid, getting the last shot in to topple that boss at 1% or even overcoming personal and health related issues to play a game you enjoy with people you call friends. Everyone’s journey is different, but when you get to your goal there is no sweeter victory.

With that in mind I’d also like to make a shout-out to Spellbrood. We heard that you have a lot on your plate and we here at World of Matticus want to wish you well in your journeys. Remember, no obstacle is too great when you have good friends to help share the burdens and the good times!

So that’s it for this today, hope you guys enjoyed my little story there, I know my heart started pounding again as I began to recall the events.

Also, Unpossible is hiring! We’re looking for geared and intelligent DPS looking for a fun but dedicated raiding home. Sorry folks we are full up on Death Knights and Priests, but everyone else is welcome to apply. If you’re interested stop by here and take a look at our application process!

Dear Ruby Sanctum: How Not To Be A Raid Encounter

Failraid

Last week I talked about what I thought the Ruby Sanctum had to live up to. I reminisced about the encounters that made Wrath’s raiding scene fun for me. Thanks for chipping in with your thoughts too folks – feel free to keep them coming and do the same this week. I’ll never forget my own favourites and if the Ruby Sanctum manages to come close to them then it’s on fire.

… Sorry about that one.

Anyway. This week I’m intrepidly heading back down memory lane to the dark alleys where the worst encounters lurk. The ones that caused me to daydream about throwing the computer out of the window whilst we recovered from yet another wipe. Or the ones that encouraged me to try taping my cat’s paw to the keyboard while I put the kettle on, because we just had to get through the encounter to get to the Fun Stuff ™. Worst of all, the encounters that should be truly inspiring but one design flaw let it – and me – down.

Beware, Ruby Sanctum. Here there be monsters. Quite literally. If you find yourself amongst them you’ve Done It Wrong.

 

5. Faction Champions – Let me make one thing clear: if I want to PvP I’ll go to a battleground or do some arenas. It’s great that they took the Priestess Delrissa fight from TBC a step further. That was chaotic fun. The ‘fun’ part translated badly into a situation involving 10-25 people, many of whom (including myself) are not ardent PvPers with a desire to hone PvP tactics. I’ve found that trying to organise (or be organised for) PvP-style opponent management when the 9-24 people you’re working with are either loyal PvEr’s or PUGers is just a headache. Don’t do it again, Blizz.

4. Lich King – I know I know. It’s the last fight of the expansion, of course it’s special, right? Special isn’t always good. First oversight: the quality of the dialogue between Arthas and Tirion before the fight. It’s frankly shoddy. If I’m being crude, most of it also has homoerotic undertones that I’m sure Blizzard didn’t intend. Go and read it if you don’t believe me. A ‘skip intro’ button as with Deathbringer Saurfang would have been really useful here. And if I’m being picky – might as well be – Arthas’s girth makes me think he’s only really a threat to pies.

But my main problem with this encounter was its mechanics. If you ask for tactics in any Wrath encounter at least one person will say “Don’t stand in the fire”. It is a joke but people say it through pursed lips. They’re tired of it being the basic tactic for most fights. The Lich King encounter is just that: you’ll be fine if you don’t stand in the fire black goo and move at the right times. Sadly, this really makes it the fight designed to finish Wrath off.

3. Sindragosa – I included Sapphiron in my top five last week because when the fight mechanics were fresh when we first edged into his lair. That didn’t mean I wanted a near-identical fight later in the game. Not only are the mechanics a rip-off but the boss looks the same (though has undergone a gender change since we saw him in Naxx). Sindragosa’s fight mechanics do have a different twist to Sapphiron’s. I just resent peddling the wheel like a good guinea pig to get through phases 1 and 2 in order to reach that fun part of the fight which would probably kill my group so I could do it all again. I can’t understand why having players repeat two long phases full of easy mechanics because the fun, difficult and adrenaline-inducing stuff is squeezed into a mad 30 seconds at the end got past – or to – the PTR.

2. Malygos – This encounter has a lot going for it. I quite enjoyed the large blue dragon flying around the room taunting during wipe recovery. I mean, for an arrogant dragon, it sounded believable. The fight mechanics were interesting up to a point – working with sparks provided an extra layer of challenge and the whole of phase 2 was particularly fun given the first character I took to Malygos was a melee DPS.

What? I’ve just praised it to the heavens? But wait, this encounter does deserve to be high on this list. Why? Phase 3. Partly because whilst being dropped on to a dragon looks cool, I don’t appreciate a game effectively saying “right! Quick time event. You need to already know and/or mind-read which dragon abilities to use while moving in 3d space – and we mean moving, ‘cos there are fires to not stand in!” But even that isn’t the real problem. That’d be the lights. There are too many in phase 3. They flash. They move. The pretty colours aren’t pretty so much as neon. I know people who get headaches from them and I’ve been in raids which have wiped shortly after the healer said “arghargh the lights.”

1. Razuvious“Bring the player not the class” was Blizzard’s tagline regarding raiding in WotLK. A raid with any composition of classes can defeat any encounter? Great idea. So why did I often spend hours fishing whilst waiting for my Naxx25 groups to try to find two shadow priests for Insdtructor Razuvious? And then why did many of those groups collapse like a pie on Arthas’ plate after we wiped once on Razuvious? Because the hidden clause was that not just that we need two priests – and until it was hotfixed you need two with +hit gear – but to narrow it down further any group needed two who know how to mindcontrol-juggle-tank. Razuvious was an interesting fight mechanic spoiled by a deviation from Wrath’s goals, which would have just been more fun for everyone if any class could have stepped up to the orb in 10 and 25 man.

So providing the Ruby Sanctum doesn’t force us to PvP under a disco ball as a raid composed of 10 paladins – after a dodgy scene we’ll cringe at fifty times – it should be fine. Bring on the fire.

What do you think – what are your very worst memories of any WoW encounters, and why?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Leap into PvP the Correct Way

In perusing WoW.com on my normal Monday morning shift, I tend to always follow Spiritual Guidance, usually when it’s headed up by Dawn Moore. Although I tend to go back and forth on my agreement with her, I’ve noticed that she’s taken an approach to encouraging people to participate more in PvP.  YES!  With the thrill of this expansion coming to a close, there are a variety of ways to continue to enjoy this game, one of which is PvP. 

Why am I so excited for this, you ask? Well, I’m an avid PvP’er. One of my favorite things to do is grab some guildies, and utilize the Random Battleground Queue until I’m blue in the face.  I particularly love Warsong Gulch, which makes me pretty excited for the upcoming “Twin Peaks” battleground.  Here’s the poop on what you stand to gain from becoming more active in PvP:

  • Increased Wintergrasp / Vault of Archavon Time: People consistently complain about how Wintergrasp is broken on their server.  Although I agree to a certain extent, a team of skilled, team-oriented PvP’ers has the potential to overcome any short-comings (**COUGH** Scale vehicle damage with Tenacity **COUGH**).
  • Off-set Gear: Although I don’t miss the days of “Welfare Epics” by any means, I am a fan of utilizing some PvP pieces until you get that PvE piece you want.  Sure, resilience does no good in PvE, but you can use that Wrathful Gladiator’s Cloak of Salvation until you get the frosties for your Drape of the Violet Tower or you get that Greatcloak of the Turned Champion to finally drop off of 25-man Saurfang.
  • Deeper Class Knowledge: By starting to play your class in a different environment, you start to learn things you may not have considered before.  The ability to change your focus and style as a player gains a lot of respect from someone like me.

However…

Although Dawn does a great job of laying out the basics, let me make it clear that I think it’s a bad idea to grind out Emblems of Triumph to get your PvP gear.  Sure, if you have them sitting your bag, by all means, spend them.  I know from experience how frustrating it is to go into battlegrounds wearing nothing but your PvE gear.  Let’s take a look at what you stand to gain by going the “Honor” route:

Gear Progression

First and foremost, I really enjoy the feeling of accomplishment of getting to spend my honor points on a new piece of gear.  I’m currently gearing up my Resto PvP set for my Shaman, and although I’ll toss some Triumphs at it, if I have them, most of my gear is coming from Honor.  I liken it to working out hard in a gym and seeing the results build, instead of sitting plugged into one of those ab-shock deals while I watch the Blackhawks annihilate the Flyers in Game 5 (I had to). You feel the hard work, hence the payoff is more rewarding.

Second, as you add pieces over time, you realize which stats you need and which ones you don’t need.  When I was building my Discipline PvP set, I initially went for mostly +Crit pieces so I could proc Inspiration and Divine Aegis.  I realized halfway through that I was burning mana like an oil spill from an irresponsible foreign oil company. I switched it up and started getting more MP5 and Spirit on my gear.  Especially if you’re a healer, you have the choice of some caster DPS gear (except for the Paladin), which will be laden with more haste and crit.  Once you discover your play style, you’ll figure how to tweak your gear.  If you grind dungeons for all the badges for the Furious set, you may find that you’re too heavy on a stat that doesn’t do you much good, or that you’re lacking in one that you really need.

An option to consider while getting battle-ready is checking out the crafted pieces that are available.  They’re relatively cheap to make, and you’ll probably be helping out someone’s profession in the meantime.  They all involve more than just the standard Head/Chest/Legs/Gloves/Shoulders combination.  You can use these to get your boots, bracers or waist piece squared away. Here’s a couple examples:

Frostsavage Battlegear – Although it lacks any kind of mana regen, it still is better than nothing.

Eviscerator’s Battlegear – Obviously for melee classes like the Druid and Rogue.

Ornate Saronite Battlegear – The Healadin equivalent.

These give you good starting points to bounce off from.  Remember, you’re generally focusing on different stats than a normal PvE set.

A Different Style

Have you ever played one spec for SO long, and then decided to switch it up and play a completely different spec?  Say you went from Resto to Balance, or from Holy to Shadow, or Resto to Elemental. Is it the same playstyle?  Obviously not.  Sure, it may not be much of an adjustment, but think of PvP in the same manner. 

On my Shaman, I know very well that I’ll be dropping different totems depending upon who I’m facing.  I switch up my weapon imbues as Enhancement, and I pay much closer attention to my Earthbind Totem, Grounding Totem, and Stoneclaw Totem.  Those get little to no attention in raids.

On my Discipline Priest, I learned the ability to turn and burst an opponent, when I’m used to healing.  I started to utilize different heals like Binding Heal in order to keep myself and a teammate alive. 

If you’re stuck in randoms just doing what you normally do (I call the “Mental AFK”), then you’re not learning the intracacies of your class and spec, especially with how easy it is to outgear heroics now.  Go through your spec talent by talent and see what will help you and what won’t.  A talent you worship in PvE may not be worth it in PvP.  It’s okay to toss it to the side to get a little more utility.

Become Team-Oriented

Contrary to popular belief, not all PvP is based on killing the other player.  You may be able to put out some good DPS, but do you know how to peel a melee off of a healer?  Do you know how to pinpoint the enemy healer and not just kill him but lock him down so he’s useless?  Do you know what strengths your class has against certain other classes?  Do you have the ability to support the rest of the team, instead of trying to be highest DPS or get the most Killing Blows?

That’s what the benefit of actually being in the battleground gives you.  You end up learning that in order to hold bases in Arathi Basin or Eye of the Storm, you have to stand on or near the flag/node.  Fighting in the roads generally does nothing.  You also learn the value of defending those nodes, instead of just being part of the roaming Zerg group. 

These lessons all come with time, but I think it’s imperative that you learn them while you’re in the thick of it.  Once you learn how much easier it is to take out a group once the healer is down, you’ll encourage others to do the same.  You’ll figure out that there will be players that try to peel you off the flag in Arathi Basin so a Rogue or Druid can ninja the node.

You’ll simply become a stronger player, not only in PvP but in PvE as well.  PvP can help you avoid tunnel vision and enable you to help out other parts of the raid when you feel you can.  There’s only so much you can learn from doing heroics and raids over and over.  Spend the time in some battlegrounds, and I think you’ll be amazed what you can learn.

**Disclaimers: No, I’m not a 2400 Arena player. Yes, I’ve been PvPing since Burning Crusade. Yes, I understand there are exceptions to everything. Yes, I’m a Blackhawks fan of the fair-weather nature. No, I don’t think it’s too soon to insult BP for their pollution of our waters.**

 

Email: Elder.Thespius@gmail.com | Twitter: @Thespius