[Claps excitedly], dude, you did an amazing job - this was soo good and useful, tyvm!! Anyone entering BG Blitz should be required to watch this video first 100%.
I totally agree!!! I would also like to see him do a video with a face cam too as well. Maybe some ASMR of him telling me that my strategy is stupid and that I deserve to lose MMR. Something like that.
The recommended strategies seem really rigid and especially in Blitz, Arathi is a super dynamic map. I think a more simple decision making system would be a lot more helpful, for example: 1. There should be at least 1 dps at every neutral base to contest it. 2. As a DPS, you should prefer bases where the enemy healers are not, rather than going to bases with them. 3. As a healer, you should prefer going to bases where more enemy dps are. 4. Healers should leave fights that are easily winning, to help contest bases that might be lost. 5. Tanks should prefer bases where the most enemy dps are, and focus on spinning those bases. The strategies shared at the beginning of this video are trivially countered by this basic ruleset, as off spawn the enemy team would send 2 healers and a dps/tank to LM to spin your team of 5 players, and consequently win every other base with the 2 player advantage. Also, 4 second cap times make cc capping absurdly powerful and thats basically the entire meta. There should probably be some more attention on this, specifically for how different classes should adapt. For example, dps DKs should probably play unholy for permanent ghoul and access to Summon Abomination, which spins very well. Mages should obviously play frost, rogues should play sub, etc. There are also a lot of talent implications for people to adapt to, just an area I think deserves more focus in a guide.
I'm not sure what the setting is because I set it up years ago, but I have my nameplates set up so I can see them from across the map so just looking around for red nameplates in the distance I can get a quick read on where the enemy is,
If you secure the base, you have 45 seconds that it's locked for you that they physically cannot cap it + a 3-4 second immunity window when the base comes back up before it's capturable again, so you'll have around 50 or so seconds of dead air where you can either rotate or hover. As the tank, essentially whichever base you are at becomes a spin (stall) node rather than a base that you're trying to actively win, so I'd probably look to either: a.) Move to a base that's coming up or b.) Move to a base that has a lot of people trying to take it So in a scenario where you're alone at Blacksmith, there's no enemies nearby, and you can comfortably cap blacksmith over and over again, but you see that there's 5 enemies Farm - if you move over to Farm and spin the flag making them unable to capture it, you're wasting the time of 5 enemies allowing your team to make plays elsewhere on the map. If there are a lot of enemies at BS though, I'd just opt to stay Blacksmith since having control/graveyard of that center base makes it 20 times easier to make plays on the other corners of the map. If that's not a play you're comfortable making or maybe you're in a situation where you want to opt for something safer, you could always hover on the bridge between Blacksmith/Farm or Blacksmith/Gold Mine for that time, use your spectral sight, and relay to your allies where you see enemy stealthies if there are any. Or if you need to rotate to a base last second - you're already halfway to the base anyways so you wouldn't need to cover as much distance. Being a DH tank puts you in a unique situation, because you actually do have some solo base capping potential with Illidan's Grasp + Fear Sigil. I just played a Deepwind Gorge match today at 2500 MMR where a DH tank was able to use that and solo cap bases. I guess the TLDR is you have several additional options as to what you can do with that free time outside of sitting Blacksmith, so long as you keep in mind that your primary role is spinning bases/acting as a sentinel if necessary.
@@OverlordMoon Jesus Chrsit. I did not expect that kind of masive answer. Thank you for taking the time to answer me like that, it helped a lot. I understood what my role as a tank DH is on Arathi is now. Keep up the good work!
How does the base point system work? You guys got 4 bases and 566 pts from that (141 per base), they got 1 and 161 from that. Are the points not fixed?
Finally, this is the content you're made for. Really good and in depth guide
[Claps excitedly], dude, you did an amazing job - this was soo good and useful, tyvm!! Anyone entering BG Blitz should be required to watch this video first 100%.
nice to see some1 doing this pvp content... thx u dude
Thank you king!
Thank you man would love to see more videos like this
I totally agree!!! I would also like to see him do a video with a face cam too as well. Maybe some ASMR of him telling me that my strategy is stupid and that I deserve to lose MMR. Something like that.
Great job, lots of effort put into this. Highly recommended and a ton of good advice.
Amazing vid. Subbed for more, really appreciate the few of you content creators taking the time to explain the new game mode
Ty!
Awesome awesomeness!
The recommended strategies seem really rigid and especially in Blitz, Arathi is a super dynamic map. I think a more simple decision making system would be a lot more helpful, for example:
1. There should be at least 1 dps at every neutral base to contest it.
2. As a DPS, you should prefer bases where the enemy healers are not, rather than going to bases with them.
3. As a healer, you should prefer going to bases where more enemy dps are.
4. Healers should leave fights that are easily winning, to help contest bases that might be lost.
5. Tanks should prefer bases where the most enemy dps are, and focus on spinning those bases.
The strategies shared at the beginning of this video are trivially countered by this basic ruleset, as off spawn the enemy team would send 2 healers and a dps/tank to LM to spin your team of 5 players, and consequently win every other base with the 2 player advantage.
Also, 4 second cap times make cc capping absurdly powerful and thats basically the entire meta. There should probably be some more attention on this, specifically for how different classes should adapt. For example, dps DKs should probably play unholy for permanent ghoul and access to Summon Abomination, which spins very well. Mages should obviously play frost, rogues should play sub, etc. There are also a lot of talent implications for people to adapt to, just an area I think deserves more focus in a guide.
Plz make some videos for the other BG's (eventually even non blitz BG's) so ppl can have a decent overview of the different tactics. TY
I'm not sure what the setting is because I set it up years ago, but I have my nameplates set up so I can see them from across the map so just looking around for red nameplates in the distance I can get a quick read on where the enemy is,
Hey super video. One question tho.
As a tank DH, do I have to sit Blacksmith till the recap or should I also rotate ?
If you secure the base, you have 45 seconds that it's locked for you that they physically cannot cap it + a 3-4 second immunity window when the base comes back up before it's capturable again, so you'll have around 50 or so seconds of dead air where you can either rotate or hover. As the tank, essentially whichever base you are at becomes a spin (stall) node rather than a base that you're trying to actively win, so I'd probably look to either:
a.) Move to a base that's coming up or
b.) Move to a base that has a lot of people trying to take it
So in a scenario where you're alone at Blacksmith, there's no enemies nearby, and you can comfortably cap blacksmith over and over again, but you see that there's 5 enemies Farm - if you move over to Farm and spin the flag making them unable to capture it, you're wasting the time of 5 enemies allowing your team to make plays elsewhere on the map. If there are a lot of enemies at BS though, I'd just opt to stay Blacksmith since having control/graveyard of that center base makes it 20 times easier to make plays on the other corners of the map.
If that's not a play you're comfortable making or maybe you're in a situation where you want to opt for something safer, you could always hover on the bridge between Blacksmith/Farm or Blacksmith/Gold Mine for that time, use your spectral sight, and relay to your allies where you see enemy stealthies if there are any. Or if you need to rotate to a base last second - you're already halfway to the base anyways so you wouldn't need to cover as much distance.
Being a DH tank puts you in a unique situation, because you actually do have some solo base capping potential with Illidan's Grasp + Fear Sigil. I just played a Deepwind Gorge match today at 2500 MMR where a DH tank was able to use that and solo cap bases.
I guess the TLDR is you have several additional options as to what you can do with that free time outside of sitting Blacksmith, so long as you keep in mind that your primary role is spinning bases/acting as a sentinel if necessary.
@@OverlordMoon Jesus Chrsit. I did not expect that kind of masive answer. Thank you for taking the time to answer me like that, it helped a lot.
I understood what my role as a tank DH is on Arathi is now. Keep up the good work!
How does the base point system work? You guys got 4 bases and 566 pts from that (141 per base), they got 1 and 161 from that. Are the points not fixed?