After the heavy note of the last post, I figure it's time for something lighter. So I'm going to talk about WoW.
I've lately become involved in competitive Arena play, particularly in the 2 vs 2 bracket. There are two other brackets - 3v3 and 5v5 - but of the three, 2v2 is the most intimate and painstaking bracket to play in. You're working closely with one other person against two people who are also working closely together.
Every team has a rating which rates their prowess relative to the rest of the server - it's a 3000 system, so at 1500 you're superior to 50% of the competition. At higher ratings, powerful in-game rewards become available. These rewards, along with the prestige of performing against an objective measure of skill, create an intense atmosphere of competition in the Arenas. There aren't many easy matches. Those who approach the Arenas with a casual attitude, without the willingness to work hard to improve, quickly become frustrated and typically quit.
Consider that your introduction if you didn't already know.
The Arenas are psychologically and emotionally pretty taxing. You have to work as closely as possible with your partner - ideally, you want to behave as though each has a direct line to the other's brain. This coordination is achieved through practice and familiarity, though simply possessing compatible play styles helps enormously. For example, I play with one partner sometimes whose style is extremely aggressive and fast-paced, which matches my own nicely. Despite the relatively poor communication we enjoy, we get wins because we play with similar mental rules in place.
Once communication is in place, and you get used to your partners habits, you can focus on learning about your enemy. And here's where it gets interesting.
The best Arena players know the skills and abilities of all 10 classes well enough to predict and react to their use. Each class has between 10 and 30 abilities which are likely to come into play in the Arenas, of which probably 5 or 6 are worthy of close attention. Once you play against each class enough, you begin to get a feel for which abilities they tend to use in a given situation. A Priest Healer will Mana Burn anytime he doesn't have to heal, a Mage will Counterspell any big, slow heals he sees, and etc.
But there are always two players per team, and now we get to learn about
synergy - the way that the abilities of two classes mesh together to create a dangerous pair. Synergy is what dictates the success or failure of a team composition. A currently popular composition, for example, is Rogue/Priest. Rogues are lightly armored high-damage melee damage-dealers, and Priests in this case are survivable healers with a few powerful anti-healer capabilities. Together, they bring a balance of control, damage, and survivability that is very potent.
Games tend to follow one of three courses - quick burst games where one partner is taken down quickly, long mana (the resource used for spell-casting in general and healing in particular) wars, and control/burst wins. Of the three, I prefer the last - controlling one partner and bursting down the second requires finesse and coordination, so such wins are satisfying. Quick burst feels cheap - just tunnel-visioning one person and hitting them until they're dead doesn't provide many thrills, though some teams' strategies revolve around doing just that. Mana wars can be somewhat enjoyable - carefully rationing heals and casts and timing abilities to maximize survivability - but they currently tend to favor classes other than mine so I don't get many wins that way anymore.
In all three types of games, though, victory is a matter of dictating to your opponent the terms of the match. The team which sets the terms of the game will typically come away with the win. Such control can be achieved by a combination of three major ideals - setting your own tempo, controlling place, and punishment/reward.
Denying the opposing team their choice of tempo is as easy as looking at what they do when they come out the door. A team that hangs back or runs away wants a slow, careful pace. Denying it to them is as easy as running them down and forcing them to engage you. A team that charges you can be denied their quick start by crowd-controlling one or both of the team members and forcing them to regroup before they can attempt to return to their quick pace.
Controlling place has always been critical, and becomes particularly so against certain teams. Against Priests whose Mana Burn ability can quickly deny me the ability to heal, for example, I try to use line-of-sight as much as possible to prevent them from being able to cast against me. Against a Druid, though, who I want within easy reach so as better to make his life miserable, I prefer to play out in the open, away from line-of-sight. Sometimes the place is a wash - against certain teams there just isn't much advantage or disadvantage to playing anywhere on the field. When the advantage exists, though, it tends to be significant.
Finally and perhaps most importantly, there's punishment and reward. All of the miscellaneous behaviors that your opponents employ can be punished or rewarded to help persuade them to behave in a way that's beneficial to your team. If a DPS wants to deal damage one person on your team, for example, you can make it as hard as possible for them to do so while offering the other player instead. If a healer wants to hug pillars, you can punish him by trapping him behind one and putting pressure on his partner.
To put all of this into a real-life example, let's say I'm playing with my Paladin/Hunter combo against a Priest/Rogue team. I know several things about this team as soon as I see that the Priest is apparently alone because the Rogue is in stealth, and that the Priest has no buffs from a Druid, the only other class which can stealth. I know that the Rogue will attempt to Sap me, which is a 10-second incapacitation effect. I deny him the ability to do this using one of my abilities which will break the Sap if my partner takes any damage. I also know that the Rogue will deal significant amounts of damage in the first few seconds after he breaks stealth, so I put every damage reducing ability on myself in case he jumps me - if he jumps my partner, I can easily deal with that damage, but if he jumps me, I'm in a significantly less defensible position. I also know that the Priest will want to Mana Burn me, which rapidly takes away my ability to heal. I have a couple of options to deal with Mana Burns - I can hide from them using line-of-sight, I can attempt to control the Priest continuously, or I can force him to heal his partner continuously. The third option is my favorite, so I'll attempt to achieve that flow in the game.
Now on to the course of the game. The Rogue Saps me, then emerges from stealth to attack my partner. My Sap is broken immediately by Hand of Sacrifice, and now that the Rogue is out of stealth his damage potential against me is dramatically reduced and I want him on me. So at this point I begin to punish him for every move he makes to attack my partner. If he moves toward my partner, I stun him, slow him, hit him in the face with my shield - whatever it takes to prevent him from doing what he wants to do. As soon as he begins to attack me, I reward that behavior by playing defensively for myself. He's still taking monstrous damage from my partner all this time, whether he decides he'll play my game or not. When he does decide that he'll give in to my punishments, we've won the game. I can sustain myself indefinitely against an unstealthed Rogue, and my partner will quickly put him on the floor even despite heals from the Priest, who will be unable to play the offensive game he wants to against me because he's forced to heal his Rogue.
Sound like fun? That's a relatively easy game for my composition, since Hunters with support perform well against Rogues. There are double-DPS teams to worry about, DPS/Healer teams with much more durable DPS, and even surprising oddball compositions that don't make sense until they've killed you. It's tougher than I thought, and I haven't even hit the "big leagues" yet - we're at 1700, still shy of the magic number for good teams, 1850.
This'll be my last WoW-post for a while, promise. ;-)