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#1 Psykoz

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Posted 15 April 2011 - 01:53 AM

As the topic says, I'd like you to list the team you are running.

Being the GM of a PvP guild I've been leading a team for quite some time now, however.. lately we've been facing some problems.

After some experimenting in the beginning this is the comp we were mainly running:

1. Feral tanking druid
2. Holy pala
3. Disc priest
4. Mage
5. Resto shaman
6. Rogue
7. Affliction warlock
8. Moonkin (sometimes swapped for another mage)
9. Warrior
10. Death Knight
(Listed 1-4 is mainly defense group and 5-10 offense)

This is what we tried to go with, most of the time anyway, and it was going good. It's definitely a viable comp if you want feral tank and 3 healers. While carrying the flag on the field this comp is probably stronger than the next one I'm about to mention.

However, as people who can attend do change with time we had to think of something new, we decided to try the blood DK 4 healer lamage comp.

1. Blood Death Knight
2. Holy pala
3. Disc priest
4. Resto druid
5. Resto shaman
6. Rogue
7. Destruction warlock
8. Mage
9. Warrior
10. Shadow priest
(Listed 1-4 is mainly defense group and 5-10 offense)

I think our win/loss ratio increased significantly here due to blood DKs with so much healing being close to unkillable and having double mana burn in gilneas WW rush, and also I feel a lot more secure with being destruction while we have SP dots protecting debuffs on EFC, which makes us gain shadowfury, whiplash, and rain of fire that stuns (yeah this last mentioned one is probably only useful sometimes in gilneas:P).

But let's get to the point shall we!?

Now we are facing the same problem as before, as our SP is no longer with us, and we're unable to find one that can replace him properly, so next resort would be tweaking the comp some.

I'd like people with a nice win/loss ratio listing their main composition to give an idea as to what can be done.

And I was thinking if the thread would become popular by any chance I could make a list of top notch comps for other people who are facing the same problem, or somewhat of a guildeline for people who are new to RBG.

So make a list like I did, you can even name it!:D and try mention some strengths/weaknesses.
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#2 Psykoz

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Posted 15 April 2011 - 01:53 AM

Reserved
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#3 Bersihasi

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Posted 15 April 2011 - 07:41 AM

Our setup was like: Played with Prot since the beginning sorry for bringing this to RBG 8(
1 Tank
Warrior (Prot) / Paladin (Prot)

2-3 Melees
Shaman (Enhancer)
Rogue
Warrior (Arms) / Paladin (Prot)

2-3 Caster
Mage
Warlock
Mage / Warlock

4 Healer
Priest (Holy then Disc)
Paladin (Holy)
Druid (Resto)
Shaman / Druid (Resto)

Now this is our Setup: We dont run 4 Healer anymore.

1 Tank
Warrior (Prot)

2 Melees
Shaman (Enhancer)
Rogue

4 Caster
Mage
Mage
Warlock
Warlock

3 Healer
Paladin (Holy)
Druid (Resto)
Shaman (Resto)

Sometimes we take a Warrior or Shadow instead of the second Warlock.
3 Healer 1 Prot 1 DD (Defense)
5 DD (Offense) (1-2 Healer helping out in the zerg).

Our win ratio is 80% in WSG/TP.

~Bersi

Edited by Bersihasi, 15 April 2011 - 07:42 AM.

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#4 Filovirus

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Posted 15 April 2011 - 09:10 AM

Offence:

Mage
Rogue
Boomkin
Warrior
Disc Priest or Resto Shaman

Defense:

Prot Warrior (FC)
Holy Paladin
Disc Priest
Resto Shaman
Warlock

Edited by Filovirus, 15 April 2011 - 09:22 AM.

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#5 Thargun

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Posted 15 April 2011 - 09:26 AM

We too play with 3 heal.

Our deff consists off
warri tank
frostdk
priest
pala
shaman or druid

off is
mage
mage
shadow
rogue
offwarri or 3rd mage or wl

differs sometime

works perfect for us.

@ bersi

hey, blutdurst mate ;-) the last days we don´t get much points anymore even against 2,8k+ teams 6 points+ for the ~3k people...same to you guys?
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#6 Zilex

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Posted 15 April 2011 - 11:49 AM

Our comp usually stays the same.

Def:
Dpriest/Rshaman
Rdruid
HPal
Blood dk / prot war
Boomkin


Offense:
Dpriest/Rshaman
Rogue
Mage
Boomkin/lock
Warrior/mage/boomkin
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#7 The Horfst

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Posted 15 April 2011 - 11:52 AM

So Last Season's common setup:

--For TP and WSG--


Offense:

Resto druid
Subt rogue
Frost mage
Enhance shaman
*Random* preferably a second mage an arms warrior or SP. But a hunter or warlock can work too, depends on the skill they have as well.

Defense (FC group):

Blood DK as FC
Arms warrior
Resto shaman
Disc priest
Holy paladin

--For BoG--


The resto druid goes boomkin for LOLOLOLOL Typhoon and extra sick AoE pressure and the DK goes unholy to guard LH with pet.
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#8 Annihilate

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Posted 15 April 2011 - 04:41 PM

Prot Warriors are bar none the best flag carrier don't know why people keep saying feral druids and blood DKs.
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#9 SeedSargeras

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Posted 15 April 2011 - 05:41 PM

Prot Warriors are bar none the best flag carrier don't know why people keep saying feral druids and blood DKs.


couldn't agree more.
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#10 Shrouds

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Posted 15 April 2011 - 06:29 PM

Prot warriors have so much control and dmg, usually get close to top KBS lol.
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#11 tylerrau

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Posted 16 April 2011 - 08:35 PM

Best is grab 9 pugs at sub 1k rated, win +20 points at 2700+ vs 1k rated bg teams

Rated bgs #1

Edited by tylerrau, 16 April 2011 - 08:36 PM.

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#12 Malatov

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Posted 17 April 2011 - 03:38 AM

Flag Carrier
Prot warrior, I've never had the chance to use anything else.

Offense(Mid-field and flag recovery)
Fire mage
Resto druid
Arms warrior X2
Moonkin

Defense(Flag retrieval)
Prot warrior
Hunter
Frost mage
Holy pal
Disc priest


Andorhal is stupidly low population so our choices are usually pretty limited. Almost always have two warriors which is awesome.
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#13 Mylez

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Posted 17 April 2011 - 07:56 AM

Best is grab 9 pugs at sub 1k rated, win +20 points at 2700+ vs 1k rated bg teams

Rated bgs #1


rbgs are such a joke
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#14 Stilgarv2

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Posted 17 April 2011 - 10:23 AM

I've mostly been running the following setup in Rbgs, depending on what we've got on that day changing between some ppl.

For TP / WSG
Offense
1):priest: Disc
2):rogue: Sub
3):warlock: Affl
4):mage: frost
And the 5th spot is being changed depending on the day and what we got between;
5)
:warrior: arms (which was mainly our priority to get on the 5th spot cuz of the ololololol OP dmg)
:hunter: MM(obv)
:shaman: enhance
:paladin: ret


Defense
1) :warrior: Prot
2) :druid: Resto
3) :shaman: Resto (shaman starting on the offense and may stay on the offense depending the opposite team)
4) :paladin: Holy
Again the 5th spot is being changed depending on what we got at that night or what we're fighting against, it may be;
5)
:deathknight: Frost
:mage: Frost
:warlock: Affl

For gilneas we changing the Rdruid to moonkin, depending some times on the team

Edited by Puresoul, 17 April 2011 - 10:27 AM.

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#15 Futon

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Posted 17 April 2011 - 12:17 PM

We run a few different setups based on who we have available. We're 47-4 with the comp listed below. 2700 rated now.

Our main setup is :

Defense
Rogue - flag carrier
Shadow priest
Resto shaman
Holy paladin

Offense
Warrior
Hunter
Lock
Spriest (Warrior, Rogue, or Boomkin)
Mage (Warrior, Rogue, or Boomkin)
Resto Shaman

We like to keep our defense the same all the time. Sometimes i flex (hunter) if defense needs help, but usually the spriest and rogue can clear it just fine. Our offensive team changes a lot though based on who we have available. For rateds its a lot easier to bring the player, rather then the class. Thats one thing i do like about rateds over arenas.Holy paladins and a flag carrier being the exceptions to that rule.

I don't find that composition is as important as bringing skilled players who listen and follow directions. I've run completely random bad comps several times this season and done just fine. 3 resto shamans for our healers... 4 priests in the group... 3 hunters... 3 warriors ... 3 rogues. Blood dk tank, warrior tank. I def think rogue tank is my favorite though.

Sorry if this doesn't help. Good luck.

Edited by Futon, 17 April 2011 - 12:22 PM.

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#16 Stilgarv2

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Posted 17 April 2011 - 12:19 PM

Rogue as a flag carrier?
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#17 Futon

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Posted 17 April 2011 - 12:27 PM

Yep its really actually awesome. We got the idea fighting a 2800 alliance team that had a rogue running. Its such a pain in the ass to chase him all over the place when he's getting life gripped or shadow stepping to different levels. Specced into cheat death , improved recoup, and quickening (20% increased healing recieved).
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#18 Witness

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Posted 17 April 2011 - 01:04 PM

Yep its really actually awesome. We got the idea fighting a 2800 alliance team that had a rogue running. Its such a pain in the ass to chase him all over the place when he's getting life gripped or shadow stepping to different levels. Specced into cheat death , improved recoup, and quickening (20% increased healing recieved).

Yeah, rogue works especially well for alliance as the rogue can kite over multiple levels both in wsg and twin peaks. You don't "tank" the damage, you run away and use cooldowns when you can't manage to get away.
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when a person doesn't enter arena until the gates open ( like it ends up in 2v3 ), the arena match isn't counted and is automatically a draw when the gates open ( without the annoying -16 for both teams ), thus no one gains or loses pts/MMR.

I would've loved this back in s5/s6 when my microwave would interfere with my router if someone started using it so I had a rule that nobody was allowed to use the microwave while I did arena.


#19 Stilgarv2

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Posted 17 April 2011 - 02:40 PM

Never seen / tried that out, dont know how it can work especially when the debuffs come if your offense fails to recover your flag.

Also then you're missing smoke bombs in the offense, unless you can get 2 rogues in the raid

Edited by Puresoul, 17 April 2011 - 08:19 PM.

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#20 Audiyo

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Posted 17 April 2011 - 07:50 PM

Yep its really actually awesome. We got the idea fighting a 2800 alliance team that had a rogue running. Its such a pain in the ass to chase him all over the place when he's getting life gripped or shadow stepping to different levels. Specced into cheat death , improved recoup, and quickening (20% increased healing recieved).


Until you catch the rogue and he dies instantly. We used rogue FC until the 25% debuff on flag carriers then went to prot, and would have swapped sooner if we had a prot then. Rogue would be the last FC we would use, you can't rely on kiting especially when it's a class thats going to instantly die when they actually connect to him. I'm pretty sure if I caught a rogue FC in a dance/bomb I could solo him with the 25% dmg increase, and if I couldn't I would have a warrior beside me critting him for half his health an attack.
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