My guild does not have a noteworthy arena presence. We have no Gladiators, and the Furious gear we have was a gift from Emalon. Sure, we have some BattleGround enthusiasts, but BG's don't really give you that true Player versus Player experience. BG's tend to be more Players on Player. There is little to no communication, and what communication there is exists on a strategic, not tactical, level. The PvP that means something is the Arena game, because it takes some serious skill and coordination (or a Flavor of the Month team) to be successful.
To PvP in an Arena match is to survive. The name of the game is survival. Survivability can be increased in three ways. You can gear for it with stamina and resilience, you can use your own abilities and talents to increase it, and/or you can use your team members' abilities and talents. When you gear for PvP, you generally have to sacrifice other stats. Higher stam values plus added resilience take up more of the item budget, leaving less room for intellect, strength, hit, etc. So as you gear for PvP, you have to strike a balance between defensive and offensive oriented stats. This balancing act can apply directly back to PvE, and is the most direct connection raiders will have to PvP. The goal is to cram the best performance for what you need into the gear you have. If you are a warrior, for example, you may not be the first target on the opposing team's kill order, so you can sacrifice some defensive stats for more Crit or more Attack Power. On the other end, as a healer, you will likely be a focus target. You may need to stack on more stamina and resilience to increase your time alive. What you are doing in these situations is evaluating yourself in the situations you see most often. You are increasing your encounter analysis. Jump over to raiding now. Imagine you have a fight that is going to be long. Your goal will be to last the entire fight, and output per second is less important. As a healer, you will be able to recognize that for this encounter, gear with mana regeneration will benefit more than higher amounts of spellpower. If you look instead at a shorter fight or a fight with low time on target, you will know from your Arena matches how to best combine cooldowns and abilities to maximize burst damage, just like you would while finishing off an opponent with low hit points.
Have you noticed something big in that last example? A big IF, perhaps? If you are going to save an interrupt for a CC cast instead of a DPS cast, you have to have been watching and taking note of the degree to which the opposing team is utilizing CC. You have to pay attention to how they play, much the same way you have to pay attention to the tanking style of the tank in front of you. If the tank is using slower threat AoE abilities, you can't wind up to full power on the first target. Conversely, if the tank is using snap aggro and high threat abilities while tab-targetting through the mobs, you can't let loose a wile AoE ability. This player awareness is an extentsion of situational awareness, and Arena matches will keep you on your toes with tests of your situational awareness. If a player leaves your screen view, you need to keep tabs on where they are. You need to know where your team members are and what they are focusing on, be it putting pressure on the healer or kiting melee away from you. It follows suit in PvE encounters, too. You need to know where your offtank is, especially if you need to avoid a mob that cleaves or in case you pull aggro and need to run to your tank (btw, always ALWAYS run TO the tank). You need to be vigilant of the abilities that other classes/mobs have and know what to look for to avoid, which brings me neatly to my next point...
As a player, one of the best things you can do for yourself is to learn other classes. You need to know what your enemy has in store for you, and you need to know fast. You can't properly counter an enemy if you aren't sure what they will use against you, just like you can't defeat a raid boss unless you know where not to stand. Most abilities that can be countered will have s
It extends beyond just know WHAT a player/mob can do, though. It's important to understand WHY and HOW. Let's go back to the Arms Warrior. Okay, you can recognize Bladestorm, and you know it hurts. Do you know, however, that while Bladestorm is active, that Warrior is immune to CC? Yeah, the Mage NPC on the Hodir fight drops a nice fire that keeps you from having to jump around like an idiot, but do you know that spells cast while near the fire have a chance (and a damn good one) of hitting for additional damage and applying a stacking spell damage increase debuff on Hodir? Knowing the little things, the ins and outs of an ability, will keep you from wasting a GCD on a fear or popping your trinkets at the wrong time.
A lot of this may seem like common sense to the average player, but it's stuff that really isn't emphasized in a PvE setting. You stand, deliver, and stay out of the fire. The broad knowledge is certainly required in PvP. Proper bindings, situational awareness, class knowledge, quick reflexes; they mean the difference between a win and a loss, and not just in PvP. A good PvP player can react fast, either to a player spell or with a quick Battle Rez. They know where their enemy is, even if they aren't always looking. Browse through the top end guilds, check their arena team ratings. It's no coincidence that top raid guilds have top Arena players, and it's not because they spend too much time playing WoW (okay, not entirely because of that). No, it is because PvP and PvE are not too dissimilar. They both require solid play; active, quick thinking; and are both about the end goal of scoring that win, be it against 2/3/5 other players, or one giant, incredibly pissed off dragon.
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