Arena Mentality

by Olivia // August 11, 2014

Article by Supatease

Hey everyone! I’m a new member to Skill-Capped and wanted to start my adventure here with this article. This article will begin very general and get specific as it progresses.

Arena Mentality

Arena mentality is a specific way of thinking that a player develops, adapts and builds after gaining more experience and playing more games. It’s important to play a lot of games to improve as a player and a team.

Studying all the classes, specializations and compositions is vital to your success in PVP. Once you learn and understand all the abilities and how they function together you can then practice how to adapt to the meta game and have your mind more focused on important decisions during a game. These decisions include defensive cool down management, offensive cool down management, crowd control and positioning.

Generally there are 3 categories of compositions;

  1. Cleaves
  2. Caster Cleaves
  3. Melee/Caster/Healer

All of these categories will require different decisions to achieve victory against.

The Near-perfect RBG Comp

by Olivia // August 1, 2014

Article by Bigmoran

One of the questions I’m most frequently asked both in the comment section of the videos and on the forums is what comp is best for Rated Battlegrounds. Obviously there are some classes and specs that work better on specific maps, but when you queue for RBGs, you aren’t guaranteed to get the ideal map for your composition.  That isn’t something you should worry about, though, there are definitely comps that work well on every map. In this article I will explain what classes and specs you should aim to have in your RBG group.


Guardian/Feral Druid: Out of all the tank specializations in game, Guardian Druids are the most powerful for RBGs. They have a lot of mobility, making them great on capture the flag maps. On top of that, they have the ability to stealth, allowing them to slip past the enemies’ defenses and secure a flag pick-up.

Moreover, Druids can spec Feral for node-defending maps. With immunities to polymorph, high DPS, great defensive CDs,  and an additional CC break with Symbiosis Divine Shield from Paladins, Feral Druids are excellent at defending bases. Lastly, both Guardian and Feral can benefit from Force of Nature, which allows them to prevent node captures from range.

First Place $120,000 Prize for BlizzCon Arenas

by Olivia // July 23, 2014

This year’s BlizzCon Arena Prize Structure has been announced, with the first place team getting a massive $120,000 to share between the three of them. The second-place team will get $50,000, 3rd and 4th $20,000 each, and 5th through 8th place teams will each get $10,000.

So if you’re wondering whether you should get a team together for BlizzCon, this might help you make that decision! It’s a total prize pool of $250,000, the same as for the Hearthstone tournament, which is an encouraging step for WoW Arenas!

Brian Holinka has also confirmed that online tournaments will be on Tournament Realms:

Read the full post below:

A Beginners Guide To Rated Battlegrounds - Arathi Basin

by Summer // July 21, 2014

Map: Arathi Basin

  1. Terminology
  2. Basics of the Map
  3. Team Composition
  4. Overall Strategy
  5. Defensive Strategy
  6. Offensive Strategy


  1. Alliance Starting Zone
  2. Horde Starting Zone
  3. Stables
  4. Gold Mine (GM)
  5. Blacksmith (BS)
  6. Lumber Mill (LM)
  7. Farm
  8. Graveyard (GY)
  9. Buff

The Basics

Arathi Basin is a resource race battleground. The first team to reach 1600 resource points wins the map. Although mirrored, the nodes in Arathi Basin can offer significant strategic advantages, and in turn, disadvantages. Arathi Basin has five bases available for capture, with bases acting as resource catalysts. Whilst holding one base, your team receives 10 resource points every 12 seconds, two bases awards 10 resource points every 9 seconds, three bases awards 10 resources points every 6 seconds, four bases awards your team 10 resource points every three seconds, with five bases awarding your team 30 points every second. It takes 7 seconds to capture the flag on a node. After capturing a node, it takes one minute to cap for your team and begin generating resources.

Blizzard talks Tanks in Warlords PvP

by Olivia // July 2, 2014

Community Manager Lore has posted a short forum post about tank specs in PvP. After the removal of vengeance, and the changes to how tank damage works, tanks are doing far more base damage than they did before to remove problematic PvE practices that increased vengeance.

As a result, tank damage is a little behind DPS damage, but because of their PvE mitigation needs, their capacity to take damage needs to be reduced in PvP.

But, the key message is that Blizzard wants tanks to be viable in PvP.

Update: Technical Game Designer Celestalon has added his thoughts.

Deserter Debuff Update for Rated PvP

by Olivia // June 23, 2014

Blizzard CM Lore has posted an update on the official forums regarding the deserter debuffs in rated PvP. The full post is below but a TL;DR follows:

  • A player who leaves an Arena or RBG before anyone in the match enters combat will be given a 5-minute Deserter debuff, the first time they do it.
  • If they do it again within 20 minutes, another 5 minutes will be added to the Deserter debuff, and the 20-minute window will be restarted.
  • This will keep adding up, to a maximum of a 20-minute Deserter debuff
  • The Deserter debuff and associated rules above will also apply if a player leaves the queue (or ignores it) once the match is ready and they’re given the prompt to enter.

So if you Leave Queue, you’ll get a 5-minute deserter debuff. If you’ve ever thought about installing SafeQueue, now might be the time. This addon removes the “Leave Queue” button from the queue popup, so you don’t hit it by accident!

A Beginners Guide To Rated Battlegrounds - Battle For Gilneas

by Summer // June 17, 2014

Map: Battle for Gilneas

  1. Terminology
  2. Basics of the Map
  3. Team Composition
  4. Overall Strategy
  5. Defensive Strategy
  6. Offensive Strategy


  1. Alliance Starting Zone
  2. Horde Starting Zone
  3. Mines
  4. Lighthouse (LH)
  5. Waterworks (WW)
  6. Graveyard (GY)
  7. Buff

The Basics

Battle for Gilneas (BfG) is a 10 v 10 resource race battleground. The map is triangular, with three bases available for capture. Teams collect resources by capturing bases, and the first team to reach 2000 resource points wins the game. The point gathering system in BfG is not dictated by the nodes themselves, but by how many nodes your team holds. The nodes act as catalysts for point gathering, with the speed at which you collect points increasing with every node held. Holding 1 node in BfG awards 10 points every 9 seconds. Holding 2 nodes in BfG awards 30 points every 9 seconds. Holding 3 nodes in BfG awards 270 points every 9 seconds. It is also worth noting that it takes 1 minute for your team to capture a node after capping the flag. Nodes do not generate points until they have been fully captured. In Battle for Gilneas, it takes 7 seconds to cap the flag on a node. The buffs in BfG rotate between Berserking Buff, Restoration Buff and Speed Buff.

A Beginners Guide To Rated Battlegrounds - Temple Of Kotmogu

by Summer // June 5, 2014

Map: Temple of Kotmogu (ToK)

  1. Terminology
  2. Basics of the Map
  3. Team Composition
  4. Overall Strategy
  5. Defensive Strategy
  6. Offensive Strategy


  1. Alliance Start Point
  2. Horde Start Point
  3. Alliance Graveyards or AGY
  4. Horde Graveyards or HGY
  5. Purple Orb
  6. Orange Orb
  7. Green Orb
  8. Blue Orb
  9. Five Point Zone
  10. Four Point Zone
  11. Three Point Zone
  12. Berserking Buff

The Basics:

Temple of Kotmogu (ToK) is a 10v10 murderball battleground. The map is mirrored, so neither faction holds a geographical advantage. Your team objective is to be the first team to collect 1600 victory points. Teams earn victory points by holding orbs, and by achieving killing blows on members of the opposite team.

Fire Mage Patch 5.4.8 PvP Gearing Guide

by Olivia // June 4, 2014


This guide is a collaborative effort with Hansol, produced by SkillCapped. All of our written guides are available for free, and we encourage you to post them wherever you’d like as long as you use a link back!

Table of Contents

  1. Stat Priority
  2. Getting Started
  3. Gear Purchase Order
  4. How to Reforge, Gem and Enchant your Gear
  5. Professions

Warlords of Draenor Stat Updates

by Olivia // June 4, 2014

There’s a lot of stat changes coming in Warlords of Draenor, what with the removal of Hit, Expertise, Dodge and Parry. There are new stats being added, too, to ensure that gear remains interesting, but those stats have changed since Blizzcon. The stat list now reads as follows:

  • Primary: Intellect/Strength/Agility
  • Secondary: Crit, Mastery and Haste
  • Secondary: Versatility – 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%.
  • Secondary: Multistrike gives separate chances to hit each target an additional time for 30% damage
  • Tertiary stats are now called Minor stats:
    • Movement Speed: (New) Increases your movement speed
    • Indestructible: (New) Causes the item to not take durability damage
    • Leech: (New) Causes you to be healed for a portion of all damage and healing done
    • Avoidance: (New) Reduces your damage taken from area-of-effect attacks.
  • “Non-Armor Gear” is Neck, Back, Rings, Trinkets, and Weapons. These have additional stats, and all the aforementioned ones:
    • Bonus Armor is only found on tank-appropriate Non-Armor pieces. This increases the tank’s armor. Non-armor pieces that formerly had Dodge or Parry now have Bonus Armor
    • Spirit is now a secondary stat and is only found on healing pieces
  • Readiness has been removed as a secondary stat
  • Cleave has been removed as a tertiary or minor stat

You can read the full blog below:

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