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Can WoW Combat Tactics Translate?
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<blockquote data-quote="Corinth" data-source="post: 3047481" data-attributes="member: 497"><p>PVP in WOW plays significantly different from PVE gameplay. The first thing to go is the idea of tanking, as the aggro mechanic doesn't apply most of the time--only one Battleground has any NPCs, and World PVP only recently got a boost (with effects undetermined as yet)--so tanking isn't done. That means that you've got healing/support and DPS, specifically "burst" DPS (lots in short timespans, but quickly exhausted, instead of "continuous" DPS that sustains over time- aka "DOT" for Damage Over Time), which means that healers and casters are top targets while melee guys are secondary- they get hit with Crowd Control abilities to keep them suppressed while taking out the casters.</p><p></p><p>Focused firepower upon one or two targets at a time remains the prefered method of execution and in PVP this means drawing off targets from their group, quickly surrounding them to create short-term local firepower supremacy, ganking them and moving on before it's done to you. Crowd Control allows you to break up enemy group coherence while you keep yours; stuns in particular are widespread in number and usage. Numbers and quality of combatants also matter; more and higher-level are unquestionably good, and many PVP fights consist of one side executing a blitzkrieg attack upon a group of enemies that they gank mostly due to outnumbering them 2-4:1, slaughtering them before reinforcements arrive to even things out. (This is known as "zerging", after the Zerg of <em>Starcraft</em> and that race's preffered style of warfare.)</p><p></p><p>D&D, as written, definitely plays like this when PCs and NPCs are close in level; specifics do vary--D&D doesn't promote Crowd Control as much as WOW does, for example--but in the main it is close enough to be comparable and translatable.</p></blockquote><p></p>
[QUOTE="Corinth, post: 3047481, member: 497"] PVP in WOW plays significantly different from PVE gameplay. The first thing to go is the idea of tanking, as the aggro mechanic doesn't apply most of the time--only one Battleground has any NPCs, and World PVP only recently got a boost (with effects undetermined as yet)--so tanking isn't done. That means that you've got healing/support and DPS, specifically "burst" DPS (lots in short timespans, but quickly exhausted, instead of "continuous" DPS that sustains over time- aka "DOT" for Damage Over Time), which means that healers and casters are top targets while melee guys are secondary- they get hit with Crowd Control abilities to keep them suppressed while taking out the casters. Focused firepower upon one or two targets at a time remains the prefered method of execution and in PVP this means drawing off targets from their group, quickly surrounding them to create short-term local firepower supremacy, ganking them and moving on before it's done to you. Crowd Control allows you to break up enemy group coherence while you keep yours; stuns in particular are widespread in number and usage. Numbers and quality of combatants also matter; more and higher-level are unquestionably good, and many PVP fights consist of one side executing a blitzkrieg attack upon a group of enemies that they gank mostly due to outnumbering them 2-4:1, slaughtering them before reinforcements arrive to even things out. (This is known as "zerging", after the Zerg of [i]Starcraft[/i] and that race's preffered style of warfare.) D&D, as written, definitely plays like this when PCs and NPCs are close in level; specifics do vary--D&D doesn't promote Crowd Control as much as WOW does, for example--but in the main it is close enough to be comparable and translatable. [/QUOTE]
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