Early Impressions of Season 16 from a Resto Druid PoV

by Bigmoran // January 25, 2015

While not exactly a guide, below are some thoughts on the expansion so far. It is very possible that some of the mechanics I mention below will be changed in future patches. It is important to keep in mind that early PvP metagames do not necessarily reflect what the game will be like in future patches.

The Near Perfect RBG Composition, Updated For WoD

by Bigmoran // December 25, 2014

I have had a lot of requests to update my MoP guide on the best RBG comp. Although it is pretty early in the expansion, there are a few classes that are excelling in RBGs. Though the metagame might change, here are the best classes for RBGs in Season 16.

In Pursuit Of The Hunt - A PvP’ers Guide To Hunter Specializations.

by Yoske // December 12, 2014


I have been finding myself frequently being asked the question “Which spec is FOTM this season?”. The answer to this question, is none. They are all viable.

I am going to go through what specialization you want to be in PvP, mostly arena, and why. Keep in mind this is aimed at readers with knowledge on the basics of the game and how things work, up towards the end of Mists of Pandaria and pre-patch of Warlords of Draenor. With that being said, I will go over any Warlords of Draenor changes that are key in choosing your desired specializations as a hunter.

The 3 specializations are unique in their own way and give you the wonderful freedom to choose what you desire to play in accordance to your play style and preferences.

Introduction to Juking/Fakecasting in WoD

by Bigmoran // December 11, 2014

  1. Introduction
  2. Tools To Juke
  3. Juking As Anticipating Enemy Reaction
  4. Finding A Pattern
  5. Healers, Don’t Juke Yourself To Death
  6. Use All Of Your Spell Schools
  7. Dealing with Pre-kicks


One of the most anticipated changes of the pre-patch was the change to server responsiveness. Roughly speaking, this change made abilities land as soon as their key press was registered. This means that whenever a Rogue uses kick, the ability will immediately register on the server. Part of this change was to address a problem Warriors and DKs had with their Pummel and Mind Freeze abilities. Prior to the patch there was a noticeable delay between when the Warrior/DK used their interrupt abilities and when the abilities actually landed on the target. Some people expressed frustration that their kicks were not landing when they obviously should have. Moreover, latency would often increase the effects of ability delay, making kicks even harder to land for high latency players. These problems were resolved by the change to server responsiveness; people with higher latency could now have some of the advantages that their lower ping friends have had for years.

Lately, however, I have been hearing people express that they are having a harder time juking their spells. With interrupt abilities landing significantly faster, some people are having a harder time faking their casts. In this guide I will explain my philosophy for juking casts. This will include some basic juking strategies as well as some suggestions for playing against higher rated players that are more difficult to juke.

Arena Mentality

by Supatease // 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 Bigmoran // 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.

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.

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.

PvP Addons: Battleground Targets

by Olivia // June 3, 2014

BattlegroundTargets is a fantastically useful addon for random battlegrounds, and almost obligatory for rated battlegrounds. It’s a bit of a pain to set up, not having the most intuitive configuration menu, but it’s worth the trouble.

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