Changing Paradigms in Healer Positioning

by Bigmoran // July 8, 2015

If you have queued 3v3 at all during this expansion, one of the things you will quickly notice is that most teams have either a mage, hunter, or warlock as one of their DPS. There are a few reasons for this, namely that these three classes generally pair well together with other DPS and that they all have very strong CC effects. The popularity of these three classes has caused me to rethink how I should position in matchups.

Adjusting to the WoD Meta as a Restoration Druid

by Bigmoran // June 9, 2015

Clarity in an Ever Changing Game

The announcement of Patch 6.2 signals that the current PvP season is about to end. In the past few months, the playstyles of each class has pretty much been solidified. Players have tested various talents, specs, and comps. Through this rigorous testing the meta has been developed. Each class its own specific playstyle; mastering this playstyle is what it takes to be successful.

What is the Resto Druid Meta?

The ability pruning of WoD removed some of the utility that Resto Druids once had. The key changes to abilities include the removal of Nature’s Swiftness and Soul of the Forest effecting Cyclone. In MoP it was significantly easier to land Cyclones on enemy targets. Because of this, Resto Druids tend to play a more passive and conservative role in arena. This includes lots of max ranging and pillar humping. Overall, Druids feel more like a traditional healer, prioritizing positioning and healing over a more aggressive CC-oriented playstyle. This isn’t to say that Druids should not be actively CCing enemy players. It is always important to try and optimize use of every ability in your toolkit, but an aggressive playstyle is definitely not as forgiving as it used to be, especially with the removal of Symbiosis Iceblock.

One huge change in WoD was the reduction of critical strike multipliers in PvP. Instead of critical strikes doing 200% normal damage, they now do 150% increased damage against enemy players. What this means is that crits are now significantly weaker than what they have been historically. What this means for Resto Druids is that Glyph of Barkskin is not nearly as powerful as it used to be. In fact, of the Major Glyphs that are used for PvP, Glyph of Barkskin is one of the weakest options. Barkskin is no longer the primary defensive ability for Resto Druids. Bear Form has replaced Barkskin as the best defensive ability for Resto Druids. While in Bear Form, your armor provides an additional 27% physical damage reduction. Moreover, powershifting in and out of Bear Form will proc Glyph of the Shapemender, a nearly free mana cost heal on a 5 second cooldown. Shifting into Bear grants 10 rage and enables use of Frenzied Regeneration, a decent heal costing 0 mana. All in all, Barkskin has been replaced by Bear Form as the most powerful defensive ability for Resto Druids. This adds to the more passive role that Resto Druids are adapting. In some cases, it is more beneficial to your team to sit in Bear Form near a pillar than to push out for CC in caster form. Getting caught out of Bear Form in a stun against a melee cleave can be disastrous. The best way to mitigate incoming damage is by sitting in Bear Form while spamming Frenzied Regeneration.

The healing rotation for Druids has also changed considerably since MoP. Lifebloom no longer has stacks, meaning that when you apply it once to a target, all your work is done. Additionally, all HoTs are modified by a pandemic effect. What this means is that using a Lifebloom on a target that already has Lifebloom will refresh the heal with an additional duration. Applying a Lifebloom to a target without the buff gives the target a 15-second duration Lifebloom. Refreshing a Lifebloom on a target will give them a 20-second duration Lifebloom. Once again, this applies to all HoT effects.  Without the need to stack Lifebloom, there are more free globals within the healing rotation. This has opened up a new talent option in the talent tree. Force of Nature is quickly becoming the talent of choice for most Resto Druids. The ability can be used in all shapeshift forms and provides decent HPS assuming that the targets do not line of sight the treants. They can be used preemptively on targets (such as right before a CC lands on the Resto Druid) to mitigate enemy damage. Lastly, they can even heal through an enemy Rogue’s smokebomb.

Powerful Comps for Resto Druids

RMD (Rogue, Frost Mage, Resto Druid)

RMD is currently one of the best (if not the best) comps for Resto Druids. It has lots of burst damage paired with tons of control over the enemy team. Polymorph and Cyclone do not share DR, making careful use of these abilities devastating when lined up on enemy healers.

Turbo Cleave (Warrior, Enhancement Shaman, Resto Druid)

Turbo Cleave is one of two physical damage cleaves that Resto Druids can play in. The comp is designed to wear down enemy healers. Enhancement Shamans spend a good majority of the game removing enemy buffs with Purge. On top of their utility, Shamans provide really strong off-heals to their team. Warriors pump out steady single target damage if specced Fury and spread pressure if specced Arms. The combination of Purge with Warrior damage makes this comp incredibly powerful in long games.

TSG (Warrior, Frost Death Knight, Resto Druid)

The second popular physical damage cleave is TSG. This comp works very similar to Turbocleave, with a focus on longevity over short duration games. Warrior and DK damage is consistently high throughout the entire matchup. The combination of multiple interrupts and stuns makes this combination very effective at shutting down enemy casters.

Shatterplay (Frost Mage, Shadow Priest, Resto Druid)

Shatterplay, or Godcomp as its often called, is a comp oriented around control. Mages provide their team with lots of control over enemy players with Polymorph, Pet Nova, Deep Freeze, and Counterspell. Shadow Priests are a versatile class with the ability to off heal and Mass Dispell their partners out of CC. Offensively, Shadow Priests can pump out lots of burst damage while controlling enemy players with Psychic Scream and Silence.

Extremely Helpful Macro

by Bigmoran // May 4, 2015

Fixing an Annoying Problem

Too often I have switched talents before an arena game starting, only to realize mid-game that I had forgotten to put the new talent on my bars. I’m sure everyone has at one point made this mistake. It can be quite frustrating, especially if it causes you to lose the arena match. Recently I discovered an easy fix to this problem. At the launch of WoD, a new macro command was introduced that allows you to input abilities directly from your talent tree. The syntax of this new command is the following:

/cast [talent:row#/column#] Talent Name

The Macro in Action

It’s easier to see how this works using a working version of this macro. Here is the macro being used for the level 45 talent tier for Mages:

/cast  [talent:3/1] Ring of Frost
/cast [talent:3/2] Ice Ward
/cast [talent:3/3] Frostjaw

When the macro is placed on your bars, it will change to whatever ability is currently selected in your talents. If you respec to a new talent, the macro will automatically update to that ability. In the macro you must include every ability you intend on using from the respective talent tier.

Once again, the first number in the macro refers to the row # of the talent; the second number refers to the column number of the talent.

Hope you guys find this macro format helpful. Since I have discovered it, I have had no talent tree woes mid arena.

Ideal Comp for RBGs, Updated for Patch 6.1

by Bigmoran // April 21, 2015

Best Comp for RBGs – Updated for Patch 6.1

It was really early in the expansion when I made my original “best comp” for RBGs guide. Since then the game has changed: class balance is different than what it was during launch, the meta game has shifted dramatically, damage is overall higher, etc. After playing countless RBGs on multiple classes this season, I have reevaluated my original list so that it accurately reflects the current meta. Below is my new list for the ideal RBG comp.

The Core

Balance Druid: Although they have taken considerable nerfs to Starfall, Boomkins still remain one of the top RBG specs. Boomkins have the flexibility of choosing between high AoE damage by multidotting with Starfall or causing massive burst damage with instant-cast Starsurges. This class excels on all maps and is an extremely good 1v1 class (making them great at ninjaing bases from a solo defender).

Shadow Priest: Shadow Priests are an untapped resource in RBGs. They provide their team with lots of spread pressure as well as burst damage through Mind Blast and Devouring Plague. Shadow Priests excel in team fights, shutting down enemy healers with their Silence and Psychic Scream. Their primary damaging ability, Cascade, is quite a nuisance–interrupting healers from drinking and breaking rogues out of stealth.

Frost DK (With Blood Offspec): Frost Deathknights provide powerful single target damage. They provide unique utility to each team in the form of Death Grip, allowing them to pull enemies into unfavorable positioning. Moreover, DKs can respec on FC maps to Blood, allowing them to become very tanky flag carriers.

Subtlety Rogue: In my opinion, Rogues are the most essential part of any RBG team. Rogues excel in team fights, controlling the enemy team through Cheap Shots and Kidney Shots. If a Rogue can connect to a target with his team, there is a good chance that target will die or will be forced to use major defensive cooldowns. Lately, Rogues have seen some use as solo defenders on node capture maps. By using Sap on targets that are attempting to capture a base, a solo rogue can delay a node capture for a very long time. Moreover, Rogues are an excellent pair with Balance Druids on FC maps; both classes can stealth behind the enemy team and attempt kills on flag carriers behind enemy lines.

Warlock (Affliction, Destro, or Demonology): Warlocks remain one of the best classes in RBGs. They provide their team with lots of control with their spammable Fear ability. If used effectively on enemy healers, it can set up and secure kills on the enemy team. Affliction Warlocks cause massive AoE pressure, OOMing enemy healers over time. Destruction and Demonology Warlocks cause massive burst damage through Chaos Bolt and Chaos Wave.

Mistweaver Monk: Monks are one of the strongest RBG healers. Their Life Cocoon has a very short cooldown and is extremely powerful at negating enemy kill attempts. Additionally, Monks have lots of mobility–including Tiger’s Lust and Transcendence–making them great healers in movement intensive fights.

Discipline Priest: Disc Priests are also very powerful healers for RBGs. They provide their team with absorption from enemy damage with their Power World: Shield ability. This spell is an excellent way to preemptively reduce damage on their team. Moreover, Disc Priests provide their team with a major defensive cooldown (Pain Suppression) as well as added utility from their Leap of Faith ability.

The Great

Hunter: The Hunter class has seen an increase in popularity lately in RBGs. Much of the meta game strategy on Eye of the Storm is focused around the Hunter using their Explosive Trap to knock enemy healers off the map. Hunters are easily one of the best (if not the best) solo base defenders. With their instant cast burst damage, self healing, and Roar of Sacrifice, a single hunter is well equipped to defend a base.

Arms Warrior: Arms Warriors are much like DKs: they are tanky DPS classes that cause massive pressure on the enemy team. Although they don’t have the added utility of Death Grip, Warriors do provide their team with Rallying Cry, which can be a life saver in high pressure situations.

Frost Mage: Mages are a very dynamic class in an RBG setting. With their Water Elemental and Ice Block abilities, they are excellent base defenders. In team fights they offer powerful single target damage. Their sustained damage is quite low, but what they sacrifice in damage they definitely make up for in control with their Counterspell, Deep Freeze, and Polymorph abilities.

Final Verdict for “ideal” comp:

1. Balance Druid

2. Frost DK (with Blood Offspec for WSG and Twin Peaks)

3. Subtlety Rogue

4. Affliction Warlock

5. Shadow Priest x 3

6. Mistweaver Monk

7. Disc Priest

8. Holy Paladin

Becoming self-critical: a note on improving performance

by Bigmoran // January 30, 2015

The School of Athens

One of the most famous quotes in philosophy is “The unexamined life is not worth living.” When Socrates uttered these words he was making a broader normative claim that anything and everything should be the subject of analysis. As a fourth year philosophy student, being analytical of the world is something I do often. As silly as it may seem, I have always used this way of thinking in how I approach WoW PvP. In short, I have always been critical of myself, especially when it comes to my gameplay. In this article, I will explain how being self-critical is essential to improving yourself as a player.

Popular Team Compositions - 3v3

by Bigmoran // January 28, 2015

Below you can find a list of the most popular current PvP team compositions for 3 versus 3 arena. This list will be regularly updated and the most popular team compositions vary with each patch – so be sure to check back!

RMP: Rogue, Mage, Priest
RLD: Rogue, Lock, Restoration Druid
RPD: Rogue, Shadow Priest, Restoration Druid
RMD: Rogue, Mage, Restoration Druid (Popular in Patch 6.2.2)
RPS: Rogue, Shadow Priest, Restoration Shaman
RLS: Rogue, Warlock, Restoration Shaman
FLS: Feral, Affliction Warlock, Resto Shaman (Popular in Patch 6.2.2)
WLS: Warrior, Warlock, Restoration Shaman (Popular in Patch 6.2.2)
WLD: Warrior, Warlock, Restoration Druid
WLP: Warrior, Warlock, Priest/Paladin
WMD: Warrior, Mage, Restoration Druid
WMM/Llama Cleave: Warrior, Mage, Monk
WMP: Warrior, Mage, Paladin/Priest
PHD: Holy Paladin, Hunter, Death Knight
PHS/PHP: Ret Paladin, Hunter, Shaman or Ret Paladin, Hunter, Priest
TSG: Warrior, DK, Healer
HLS: Hunter, Warlock, Restoration Shaman
HLD: Hunter, Warlock, Restoration Druid
HLP: Hunter, Warlock, Holy Paladin
LSD: Warlock, Elemental Shaman, Restoration Druid
LSD2: Warlock, Balance Druid, Restoration Shaman
LSD3: Warlock, Enhancement Shaman, Restoration Druid (Popular in Patch 6.2.2)
KFC: Hunter, Warrior, Healer
Dancing With The Stars: Rogue, Balance Druid, Healer
Jungle Cleave : Hunter, Feral Druid, Healer
Beastcleave: Hunter, Enhancement Shaman, Healer
Turbocleave: Warrior, Enhancement Shaman, Healer (Popular in Patch 6.2.2)
Thugcleave: Rogue, Hunter, Healer
Thundercleave: Warrior, Elemental Shaman, Healer
Shatterplay: Mage, Shadow Priest, Holy Paladin (Popular in Patch 6.2.2)
Shadowcleave: DK, Warlock, Healer
Shadowplay: Warlock, Shadow Priest, Healer
Godcomp: Mage, Shadow Priest, Restoration Druid
Walking with the Dead: Windwalker Monk, DK, Healer (Popular in Patch 6.2.2)
Kittycleave: Warrior, Feral Druid, Healer
Vanguards Cleave: Ret Paladin, DK, Healer
Ebola Cleave: DK, Feral Druid, Healer
3 DPS: Any 3v3 composition with all three members using a DPS spec

WoW Abilities Glossary A-Z

by Bigmoran // January 25, 2015

Here you can find the Skill Capped Glossary for World of Warcraft abilities. This glossary will be kept regularly updated so you’re always up to speed with the latest game changes and terminology. In our articles section you can also find a glossary for general terminology, World of Warcraft battlegrounds and popular team compositions.


Beam: Solar Beam; Balance druid ability which interrupts enemy spell casts and creates an area in which enemies are silenced.
BoP: Refers to the Paladin spell Hand of Protection, which provides an 8 second immunity to physical effects on the target.
Block: Ice Block; Mage spell providing 8 second immunity to all harmful effects.
Bubble: Divine Shield; Paladin Spell providing 8 second immunity to all harmful effects.


Coil: Mortal Coil; Warlock spell that incapacitates a target for 3 seconds.
CS: Counterspell; Mage ability that interrupts casting.


Dance: Shadow Dance; Rogue ability that allows Steath abilities to be used for 10 seconds.
Deep: Deep Freeze; Mage ability that Freezes a target for 4 seconds.
DP: Devouring Plague; Shadow Priest damaging ability.


Faerie: Faerie Swarm; Druid spell that slows players and prevents stealth.
Fear: Refers to Warlock Fear or Howl of Terror, Warrior Intimidating Shout, or Priest Psychic Scream.
Fists: Fists of Fury; Windwalker Monk spell that stuns targets within range.


Heart: Heart of the Wild; Druid level 100 talent that improves damage and healing.


Invis: Invisibility; Mage ability that causes the caster to be invisible for 20 seconds.


Lust: Tigers Lust; Monk ability that removes all movement impairing effects from the target and increases movement speed by 70%.


MD: Mass Dispel; Priest spell that removes buffs from enemy players and debuffs from friendly players.
Meld: Shadowmeld; Night elf racial ability.


Nimble: Nimble Brew; Monk ability that removes root, stun, fear, and horror effects from the player.
NS: Nature’s Swiftness; Refers to both the Druid ability and Shaman ability that makes the next cast instant.


Orb: Frozen Orb; Mage ability that does AoE damage and grants the caster Fingers of Frost.


Reck: Recklessness; Warrior cooldown that increases critical strike chance.
Red Buff: Refers to Combat Insight, a Combat Rogue buff that increases damage done by 30%.
Ring: Ring of Frost; Mage ability that freezes a target for 8 seconds.
RoS: Roar of Sacrifice; Hunter pet ability that causes a target to take no critical strikes within its duration.


Sac: Hand of Sacrifice; Paladin ability.
Skin: Barkskin or Ironbark; Druid abilities that reduce damage taken.
Sheep: Polymorph.
Snap: Cold Snap; Mage ability that resets the cooldown of certain spells (notably Ice Block).
Stealth: Refers to Rogue ability Stealth and Druid ability Prowl.


UA: Unstable Affliction; Warlock damage over time spell that silences targets who dispell it.

General Terminology Glossary A-Z

by Bigmoran // January 25, 2015

Here you can find the Skill Capped Glossary for general World of Warcraft terminology. This glossary will be kept regularly updated so you’re always up to speed with the latest game changes and terminology. In our articles section you can also find a glossary for in game abilities, World of Warcraft battlegrounds and popular team compositions

A -

Aggro/Aggressive: When a player is using abilities offensively, characterized by liberal cooldown usage.
AoE: Area of effect; the radius in which certain spells effect multiple targets.
Aura Mastery: When a player uses an ability to become immune to interrupt effects.

B -

Blanket: A silence effect that prevents an enemy from using spells.
Burst: Damaging abilities that do high damage.

C -

Cap: Capture.
CC: Crowd control: Abilities that prevent players from using abilities
CD: Cooldown.
Chain CC: When multiple abilities are used on a single target to prolong the duration a target is controlled.
Cleave: Refers to a team composition in which damage dealers exclusively deal either physical damage or magic damage.
Combo: Combination (of players or abilities).
Comp: Composition (of players).
Cross CC: When a player or multiple players use more than one ability to control multiple members of the enemy team.

D -

Dispel: Removing a buff or debuff from a target.
Dispel Protection: Adding an additional buff or debuff to a target with the intention of preventing other buffs or debuffs from being dispelled.
DoT: Damage over time.
DR: Diminishing returns; the decrease in duration of crowd control effects (see:

E -

EFC: Enemy flag carrier.

F -

Fake casting: Cancelling a cast to cause an enemy to miss their interrupt.
FC: Flag carrier.
Float: When a player positions themselves in between bases.
Freedom: When a player has an ability that makes them immune to snares and movement impairing effects.
Full: When a CC effect lasts for its maximum duration.

G -

GD: Good duel.
GG: Good game.
Global or GCD: Global cooldown; the cooldown that occurs every time a spell or ability is used.
Globalled: When a player dies very quickly.
GY: Graveyard.

H -

HAM: When a player goes offensive or uses major offensive cooldowns.
HoT: Healing over time.

I -

Inc: Incoming; refers to an enemy team pushing towards a node.
Insta: Instant.
Interrupt: a spell which disrupts casting and forces a school lockout.

J -

Juke: When a player cancels a cast, to make another player use an interrupt spell incorrectly.

K -

Kick: Any ability that causes a school lockout when used on a cast.
Kite: When a player keeps themselves at range from a enemy while doing damage to a target.

L -

Late game: The later stages in a PvP match.
LoS: Line of Sight; a positional relationship in which two targets are able to use abilities on one another.

M -

Melee: A player who primarily uses physical damage abilities.
Mongo: When a player uses abilities aggressively.

N -

Node: Refers to bases within battlegrounds (ie, Lumber Mill in Arathi Basin).

O -

One-shot: When a players health pool is diminished very quickly.
Opener: The early stages in a PvP match.

P -

Peeling: When a player uses spells on an enemy target to prevent pressure the enemy player from pressuring a friendly teammate.
Port: When a player instantly changes their position using an ability.
Purge: Any ability that removes buffs from a player.

R -

Range: Distance between players; distance in which spells can be used between players.
Rebuff: Using buff abilities mid combat.
Res: Resurrection; Any ability which brings a player back to life.
Reset: When a team pulls back to its original position to try and refresh the pace of a game.
Root: Any ability which demobilizes a player.

T -

TC: Target caller; The player on the team who calls out which targets to attack.
Train: When one target is attacked for a long period of time.
Trinket: When a player uses their PvP medallion to remove all movement impairing effects and all effects which cause loss of control of their character.

W -

Wall: When a player uses an ability that dramatically reduces their damage taken.
Wizard: A player who primarily uses casted damaging spells.
WP: Well played, a sportsmanlike phrase to use after a game.

Z -

Zerg: To play extremely aggressive.

World of Warcraft Map Terminology

by Bigmoran // January 25, 2015

Here you can find the Skill Capped Glossary for World of Warcraft map terminology. This glossary will be kept regularly updated so you’re always up to speed with the latest game changes and terminology. In our articles section you can also find a glossary for in game abilities, general World of Warcraft terminology and popular team compositions.

Battleground Maps

AB: Arathi Basin
AV: Alterac Valley
IoC/Isle: Isle of Conquest
EoTS: Eye of the Storm
Strand/SoTA: Stand of the Ancients
ToK: Temple of Kotmogu

Alterac Valley
RH: Relief Hut
North: Alliance base
South: Horde base

Warsong Gulch
Leaf: Relief Hut containing Restoration buff
Mid: The area in between the Alliance and Horde base
Ramp: The hill leading up to the Alliance and Horde bases
Side ramp: The hill leading up to the roof from the tunnel in the Alliance and Horde bases
Speed boots: The movement speed buff that increases run speed by 70%
ToT: Top of tunnel
Tunnel: The center entrance to the Alliance and Horde bases
Zerker: The Berserking buff that grants 30% increased damage

Arathi Basin
BS: Black Smith
GM: Gold Mine
LM: Lumber Mill

Eye of the Storm
DR: Draenei Ruins
FR: Fel Reaver Ruins
MT: Mage Tower
BET: Blood Elf Tower

Silvershard Mines
Lava: Capture point in the southeast corner of the map
Mid/Water: Capture point in the center west of the map
Top: Capture point in the northwest corner of the map
Turning: Refers to a team changing the tracks of the carts

Twin Peaks
Broken Ramp: The eastern entrance to the Horde Base
Water: The area of water on the west side of the Alliance Base

Battle for Gilneas
LH: Lighthouse
WW: Waterworks

Temple of Kotmogu
Orb: Orb of Power

Deepwind Gorge
Bot/Bottom: Goblin Mine
Mid: Center Mine
Top: Pandaren Mine

Lessons learned from low-level PvP and Hearthstone

by Bigmoran // January 25, 2015

Twink BG’s

For a while now I have been actively playing twink characters. For those who aren’t aware, twinks are low level characters that play at the maximum level available in each battleground (BG) bracket whilst being decked out with the best possible gear and enchants – For example, a level 39 paladin can twink in the level 30-39 BG bracket. You twink by visiting the Experience Eliminator for your faction. The Alliance Experience Eliminator can be found in Stormwind City. The Horde Experience Eliminator can be found in Orgrimmar. I have been playing twinks for over 6 years–starting in vanilla and Burning Crusade and then taking a break until Mists of Pandaria. At one point both my Rogue and my Druid were twinks and playing in these low level battlegrounds sparked my interest in competitive PvP.

Example of a 19 twink

I will be the first to admit that twinks have carried a stigma in the PvP community. In the past people would argue that twinks ruined all the fun from low level BG’s. This sentiment led game designers to create separate BG’s that recognize when a player is not gaining experience so hardcore twinks could be separated from casual BG players. Since then, there have been infrequent queue pops for low level twink BG’s. Nonetheless competition is still fierce and the gameplay – though mechanically simple – is incredibly fun.

With my recent participation in twink PvP, I have learned some valuable lessons that have led me to rethink the way I play at max level.

I. Movement speed matters

When you play at low levels, not every class has an ability that can slow enemies. This is especially true at level 19, where the only Hunters, Brewmaster Monks, and Frost Mages have abilities to snare opponents. As a melee DPS, getting snared by an enemy is one of the most frustrating things to deal with. There aren’t many gap closers at low levels, so getting snared is quite an effective crowd control. Moreover, there are only a few ways to increase movement speed. A level 19 Rogue doesn’t have Sprint or Burst of Speed. This makes it nearly impossible to catch Druids in Travel Form, who are moving 40% quicker than everyone else in the Battleground.

Playing in these low level BG’s have made me realize how important movement speed is in max level PvP. Being faster than your opponent matters for lots of things: kiting enemy players, pillaring, getting in positions to pump out Crowd Control on enemy healers, repositioning to accommodate your healer, etc. Realizing this can improve your gameplay at max level. It really makes abilities like Shiv, Hamstring, Faerie Swarm, and other snares seem much more valuable for surviving. Being faster than your opponents can sometimes give you an edge in any PvP situation.

II. Finding new routes to run flags

The most popular low level BG is Warsong Gulch. It is the standard for determining the rankings of individual twink guilds and twink players. Because of this, capturing the flag is the main objective in twink PvP. Twink FC’s utilize every part of the map–taking flags to the top of the tunnel to wait for escorts, carrying the flag at the very edges of the map, kiting to the far end of the Alliance graveyard, and line of sighting behind the Horde relief hut.

I have been playing RBGs for a while now and I have seen enemy flag carriers make the mistake of consistently running the flag through the tunnel and across the mid field. This usually means that they run straight into the enemy team, putting themselves in a very vulnerable position. These miscalculated decisions can cost games. One thing I have learned from twink BG’s is to be creative with where you run flags in WSG. Communicate with your team to find out where the enemies are on the map and plan your route accordingly. Don’t tunnel vision the tunnel, open your horizons to new areas of the map to run the flag.

Hearthstone – Trading abilities

One of the core elements of Hearthstone PvP is the concept of trading cards. Trading means using your cards to kill of enemy minions in order to gain control of the board. Effective trades involve using lower cost cards to kill off high cost enemy minions.

This concept can easily be applied to trading cooldowns in WoW PvP. Consider an ability like Recklessness. If you are a Restoration Druid fighting against a Warrior, you trade his 3-minute damaging cooldown  with your 50-second Barkskin Cooldown. This means that you were able to counter a high cost spell with a low cost spell, resulting in an effective trade of abilities. Recognizing the value of abilities is really important in PvP. Always try to find the most effective answers to enemy cooldowns. Try to be as efficient as possible with trading your abilities with enemy players. Sometimes you will make bad trades, other times you will make good trades. Being consistent with the value of your trades can help you win games and give you a road map for dealing with enemy cooldowns.

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