Contents
1. LoS
2. Positioning

1. Line of Sight:

We’re going to discuss LoS, how to use it offensively and defensively, and why it’s important to know how to use it effectively. The first point we’ll talk on is, what is it?

Briefly put, line of sight is the straight line that must exist between you and a target for you to be able to cast on them. If this line is obstructed, you are then considered out of line of sight, and are unable to use most targeted abilities on them. Line of sight can be obstructed by walls, pillars, spawning fountains (Dalaran Arena), or any solid object (Except other players).

The most common use of line of sight, is “Pillar Humping”, which is where a player will utilize the position of a pillar, and run around it to constantly be out of line of sight of their opponent. Usually this is a defensive move, typically done by a healer so he can top himself up with heals, but is also done by a dotting class, since they’re able to place all their dots on you, and then run around the pillar so you can’t do anything to him while you’re still taking damage. Any class can pillar hump, and often will over the course of match in certain situations, for defensive and offensive reasons. It can be very annoying for a ranged class, that has a minimum range (read: hunters), and slightly less annoying for the melee classes due to overextending being the main issue.

So how do we counter this? Mr skilled warlock is keyboard turning around the boxes in Dalaran laughing while mashing his multidot macro, and is half-way to his gladiator title, while you’re absolutely helpless with no dot removal, suffering from the warlock’s use of a positional advantage. We’ll have to outplay him with positioning.

1. Positioning:

Tap’s Commentary:

This is where we break into the more applicable part of the guide, and the strategies that lie behind certain positional tactics. I apologize for not being able to post a video alongside the guide with commentary, but I am no longer active in WoW, so textual guides will have to suffice, sorry. I’ll be focusing mainly on positioning tact you would see in 3v3, as 2v2 would be more obvious, and 5v5 is dirty. The emphasis on positioning can not be understated. It makes an incredible amount of difference in a match, and momentum thereof. The days are gone of being able to stand in the open ground, or in the middle of arena without being squished in a matter of milliseconds by cleave teams, aka pain trains.

The application of good positioning is practically endless. You control the game with positioning, more than you do with any crowd control ability. With proper use, you can make the enemy waste important cooldowns, save yourself or your partner(s), and force the opponent into changing their strategy. The game winning moments in matches come mostly from a well executed plan, AND good positioning to back up that plan.

The different types of positioning:

  • Neutral (Default)
  • Offensive (Pressuring)
  • Defensive (Recovery)
  • Overextending
  • Putting It All Together

A. Neutral (Default):

When we talk about a neutral position, it’s those short spaces of time when nothing critical or essential is going on. It’s not seen too often during a game, but I may as well make a category for it so we can draw the comparison. At the start of the game, and when facing teams which are both very resilient, or heal-heavy, there will be periods of time when positioning will seem neither defensive or offensive. It’s the play-making, or time-out period of a match, when players are communicating and conjuring up a plan of action.

B. Offensive (Pressuring):

Offensive is pretty straight forward, you’re in a position that allows you a high amount of outgoing damage. Both dps on the same target, with the healer out of LoS dispelling/helping dps would be a very offensive position. Offensive positioning usually requires you to be out in the open, or somewhat vulnerable to a counter attack on yourself, so you should be aware of what the other team is doing, and react accordingly. An example of good offensive positioning is one where you are able to deal damage to the targets you need to, and still be near the target you need to CC, and if anything goes wrong, have an easy recovery. There is a high risk of overextending yourself if you and your other dps are going for the kill without much CC actually going out. An example of a poor offensive position could be training the lock on the Ruins of Lordaeron map when he it away from the grave in the middle. Locks are squishy, and you could drop him if the healer is not expecting the damage. Say you get the lock low, but in the process of having your entire team go offensive, your warrior has dropped to 50%, and the lock has ported to the top of the grave, while their rogue is now locking down your warrior. This is where both teams are now in an offensive position.

C. Defensive (Recovery):

So this is the situation we see ourselves in is exemplified in this screenshot (my art is horrible):

We’ll assume your healer is a druid, and we’re running Heroic-KFC, and the other team is RLS.
Now in the picture, your team is in a pretty bad position, depending on what has been used. This could be a great time for a switch, but chances are your warrior will drop before the rogue does, especially with the control of an untrained lock. The lock could easily run over to your healer and get a Howl of Terror off if he is kept unchecked. We’ll assume that silencing shot is on cooldown from your attempt to gib the lock, so is trap since you used it on the enemy healer to get pressure on the lock, however scatter shot it still up since you trapped after your druid’s last cyclone. Now is the time to remember who has trinket up, whether blind has been used, if hex/deathcoil/smoke bomb is on cooldown etc.

D. Overextending:

Essentially your warrior needs to get to the grave stone in the middle without dying, which will be very hard considering the position that the lock has baited your warrior into. You’ve overextended and are paying the consequences of it. The key to not overextending is being aware of everyone’s position on the map, and most importantly your own. You can get out of bad positioning with cooldowns, but those cooldowns wont be up again if you need them 10 seconds later. If you’ve spent most your pieces in chess, even with a superior strat you’ll still be at a disadvantage until you’re back to an even playing board again.

Overextending is something that inexperienced and tunnel vision players fall into, and it typically results from an unsuccessful all in strat, or being caught or led into a poor position by your opponent. If they’re stacking behind boxes in dal, and your melee runs over, odds are he’s going to get stuck behind without heals and be blown up very quickly. As a hunter overextending can happen when you’re trying to finish someone off, and you LoS your healer without enough cooldowns to get yourself back to safety.

E. Putting It All Together:

A few examples of good defensive positioning would be using LoS effectively against casters, baiting a melee that is on you into a good position for you to make a swap onto him, and spreading out to counter against AoE fears. One of the things I used to do when playing with a priest as a mage was to sit on my priest the whole game, so if I had 2 melee on me, I could always get a fear to peel, and at quite an advantage with both melee momentarily CC’d, it made it easier to adjust accordingly. Playing as a team, and moving as a unit is key to successful offensive play. If your healer is too slow to catch up, he can be caught out in a CC too far away to be of any use. Likewise, if you aren’t communicating with your team, it’s much easier to make silly mistakes that costs games.

All in all, it comes down to practice. It really does. No amount of information thrown at you will do any good if you’re unable to apply it. There is no universal strategy for positioning, but there is the basis of where you should be and when, but it’s up to you to control that. Once you get the hang of proper positioning, especially as a hunter, it makes the game more interesting, and opens a new world of control that only a ranged class can bring.

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  1. Mascaron says:

    You used a couple acronyms and I have absolutely no idea what they mean. Heroic-KFC and RLS. Remember, there are people out there who have absolutely never played arena.

    • Blueberrie says:

      Seconded. Tap, you’ve inspired me to start browsing the Arena Junkies forums, but I’ve not yet found a list comp acronyms.

      ‘Course, it could just be my poor googling skills.

      • Blueberrie says:

        Correction: An up to date list of comps.

    • florujin says:

      RLS= Rogue Lock Shammy
      KFC =Hunter Warrior Druid (druid cos he stated that was what the healer was, i believe it is otherwise run with a shammy)

    • Pepprdgefarm says:

      KFC = Kung Fu Cleave = warrior + hunter + healer (usually resto shammy)

      RLS = Rogue + Warlock (Lock) + Shadow Priest

    • rhonan says:

      LOS….Depending on comp and your spec can be the hunters bane…a hunter in mm using any line of site has effectively taken them self’s out of the game,unless your doing it for a pop heal…if your in bm…use los all day long,and well if your using sv this patch”read prior notes on it”…mm relies on seeing your enemy.If your a dps comp for arenas and you use line of site your dead…just quit,,,role over and play dead cause you just killed you partner…any dots will eat you alive,and sadly dots kill any “trying to get life back”//Now Bm los is a must…hide let your pet kill them.kill command,arcane till kill command comes up.fervor extra kill command…
      for 2s fina ya a good ret paly…ive done 30 wins 0 loses that way,heck ive tried every comp for 2s cause i carry 0 resil all the time hehe.the key to bm 2s is a spirt beast,,,do some testing..ask your self why is it my pet can heal me for 10k a pop in beast wrath…humm,go to the dummy test some burns…any thing that can be used as a hot”agi”pop it before your rotation.
      comeing soon how to never lose to rouges…ever

  2. Tibbelkrunk says:

    Wow.

    I have to say this is a really well-written article. Aside from little administrative things (like have two section 1s), it’s laid out in a very logical outline and easy to follow.

    Kudos.

    Now I am almost inspired to get back into the PvP skill grind. x_x

    • Tapington says:

      The double “1″ section is probably just an oversight on my own or Frost’s behalf. I usually write the guides in a very rough form, without too much organization, and then Frost makes them look beautiful for the WHU.

  3. mordok says:

    Ok, so this is an expert about WOW and he does not even play the game. What is wrong with this picture.

    • Read_archives says:

      Tap, as it would seem isn’t currently playing. That isn’t to say he didn’t play the game. In fact, if you read his other PVP guides you can note the post date which indicates a rather active hunter in the PVP arena. Also, the scemantics of positioning, LoS, and strats wouldn’t change that much (save for strats if there was a major patch that changed class dynamics) in the short time between the last post and this one.

      Instead of asking “what’s wrong with this picture” perhaps try, how long have you been ‘inactive’?

    • SpartanKillian says:

      Yeah, just the other day some guy named Bill Russell was trying to teach me something about basketball–that guy hasn’t played in years! What could be know?

    • Tapington says:

      Contrary to what I’ve admitted to earlier, I’ve actually spent a few hours on WoW this week looking at how the game has changed in the last couple of months, how friends are doing etc. However that hook that used to keep me playing is gone.

      I tried to get back into arena doing some 2′s, and though they were successful, they didn’t offer the same zazz and finesse that the game used to have. Not to say that it has become “unskillful” but rather it’s a different type of skill that it takes to remain competitive. That skill is the ability to organize your time schedule around Arena times.

      You don’t have to play a game constantly, consistently, 24/7, to understand it. For example, the guides I’ve posted will hold until the next expansion is out, which is months away. By then I would hope that the understanding of PvP dynamics by the WHU community would be way above scratch, and perhaps then, another could write as a PvP columnist, and be as accurate and correct as the former.

      Take a look at Huskystarcraft (http://www.youtube.com/user/HuskyStarcraft?blend=1&ob=5). I doubt he plays the game anywhere near as much as he observes and offers entertaining commentary to competitive matches. In fact, education relies on observation first and foremost as a means of acquiring knowledge about a particular subject.

      I played about on average, 20-25 hours a week, on and off for almost 4 years. In that time I have gained knowledge that others deem desirable, and I like to share it. It will not always remain valid, but my choice to dismiss the game as a hobby has the consequence of a deteriorating knowledge of that game. Almost like upcoming amnesia. My plan is to offload the knowledge before it becomes stale and invalid, lacks verity, and before I forget it.

      As for comps, I’ll include the names here, but they change so often, that their meanings are inconsistent since the game is ever changing. Here are a few comp names that probably wont change. I’ll include their typical specialization in brackets as well. Blizzard is meant to be turning away from cleave teams, and toward melee/caster/healer setups. Cleave generally has 1 or more of a type of MO, for an example, TSG would be DK/War/Healer which is double melee, so it’s a melee cleave, while Mage/Lock/Shaman would be a caster cleave, since both damage dealers are magical.

      The term cleave is used in this case to denote spread damage and/or sticking to one target(training).

      Big Comps:
      RMP – Rogue / Mage / (Disc)Priest
      RLS – Rogue/ (Affliction)Lock/ (resto)Shaman
      KFC – Kung Fu Cleave – Hunter / Warrior OR DK / Healer
      WLD – Warrior / (Affliction)Lock / Druid – WLS is Shaman variant. MLD is mage.
      PHD – Healer / Hunter / DK
      FML Cleave – The comp that counters your comp. Your battlegroup used to consist of 90% of these teams.

      Wizardcleave/Caster cleave:
      MLP – Mage / Lock / Priest
      MLS – Mage / Lock / Shaman
      Shadowplay – (S)priest / (Affliction)Lock / Healer
      Shatterplay – (S)Priest / Mage / Healer
      Dispel cleave(Double Healer) – Healer /Healer / X

      Melee cleave:
      TSG – DK/War/Healer – Named after the team “TSG” who ran it to success at a tournament I believe.
      TreeSG – Druid variant of TSG.
      Man cleave – Warrior/Warrior/Healer

      Any other comps not mentioned:
      2 healers+X = Dispel cleave(Double Healer)
      2 melee+healer = Melee Cleave
      2 casters+healer = Caster Cleave

  4. Killteam says:

    I must admit: a video would’ve been a real help for this one. When put in a text format it really just seems to be common sense. Yes, you gave a specific example which was pretty good, but that was one example. If you’re writing for a game you don’t play and in a situation where a video would be helpful, try to find someone to do it for you. It’s my opinion that people could learn a lot more from a vid in this situation than text, and so not having one is cutting effectiveness no matter how well-written the article is.

    • Rhaegar says:

      You have an agreeable opinion: video would enhance the learning. But we had nothing on the topic previously and now we have something. I like the progression. As someone that has never stepped into an arena but is interested, the text does an excellent job of introducing me to a concept I will need to learn more about (if I want to be any good).

      The website inclusion is more of a test to see how that link works in there; it’s not really a “look at me” moment.

    • Tapington says:

      A video would be nice for every guide/editorial, but it’s no always necessary. For this guide I admit, since it’s positional a video would be great, but it’s a new concept, one that I’ll probably go into further detail later on down the line. I’ve got a few videos on my youtube account of higher rated matches, which anyone can use to compare to the points I’ve made above about proper positioning. You can see where I make mistakes, my teammates, and the opponents’ mistakes as well.

      • Ril says:

        i think a few more pictures would have done the trick here. it is a very interesting and important topic, but not always easy to understand when there’s only text. i’m doing a little 2v2 with another hunter (BM/MM) for fun – but i’ve noticed after a few games that positioning is as crucial as it could be with this comp.
        i’m not native so it was somehow hard to understand. the acronyms didn’t help either – but you corrected it afterwards (i still don’t understand the meaning of FML though).

  5. Psynister says:

    But, while RLS is the starting initial for each class in the makeup, KFC makes no sense (original or extra crispy?).

    Acronyms that can be figured out with some knowledge of the situation (RLS) are one thing, while others requiring specific knowledge (KFC) is another.

    Remember the noobs!

  6. Rddragon says:

    Great article…very well laid out and written in detail…and thankfully absent leet-speak.

  7. Itukaaj says:

    While this video is a warrior presentation. There is a hunter in it that he attacks. becuase the hunter is out of position. It is instrcutional to hunters becuae this could e your reality. You can also see what the hunter is doing. it is obvious that the team he is palying is decent but are making mistakes. this will help you see how other classes deal with yu and what happens if you get out of position. there is some language particularly when he decides to stomp on the player of our favorite class. From those who you who remember the podcast with loinclthz this is another skillcapped video. You can see fight decision and maybe think about what you could have done different as a hunter. For those less experienced . The hunter and the druid really need to simultaneously land cc on both healers and switch to the warrior in the comp he was playing which they didn’t do.

    http://www.arenajunkies.com/videos/view-118-warrior-pressure-and-awareness-in-3v3-arena-by-raycharles/

    • Rhaegar says:

      Thanks for the vid, Itukaaj. Wow. A lot is happening in arena, that’s the first experience I’ve ever had with it (having never played one and that’s the first video I ever watched about it). Given that admission which says I don’t know diddly, the hunter in this video seems to be playing very close rather than at range. Is that an optical illusion or a reality with good reasoning behind it?

      What would be the perfect scenario for positioning for the team with the hunter?

      The hunter and druid need to, as Itukaaj suggests, keep LOS and CC abilities on the healers, probably nearly priority one, otherwise no forward momentum will ever be attained. As I try to work through this in my head the positioning quickly becomes a ball of snakes. The hunter and druid are staying close enough to the healers, the opposition warrior is staying close to them, the warrior on the hunters team is staying close to the warrior…and before you know it, it’s six people in a WoW blender, doing a trinket-popping tango of death.

      Jiminy Cricket! (Except he was slain to increase critter kill count, so not him.)

      • Itukaaj says:

        The answer is it depends. As you saw when the hunter was just pew pewing he was bascially being ignored except when the presenter was using pressure on him to bait the healer out.

        The presenter is very smart but when you start arenas the good news is most people are you ewill meet especially earlier on just aren’t that good.

        The problems for hunters in arena is 1 is is a very small box. And the places that the hunter did seem to be at max distance is when he positioned himself away from his heals and from the warrior to respond. For hunters we are medium range attackers with a minimum range.
        Remember the opening of the battle? Well, most hunters get trained at opening as a matter of course. His partner tried to counter the pressure. He popped recklessness ( got Real)…. but what if they were more patient? That they tried to draw the presenter and his healers into a postion where they could get a freeze trap and clone at same time. Now the KFC partner pops Reck and the hunter pops rapiid fire and they try to burn warrior. Remeber Ray’s comments for his team when Reck was popped this was not the time for his healers to be CC’d.

        Hunter used ice trap… more situational but not best use. Remember when the hunter had all that frost to the ground and went to the wall what happened to him? That is when he got hurt. For sake of argument that the ice trap was a good idea he should have been kiting incircles trying to keep that warriors feet in the white. It would have slowed the warrior and actually give a better chance to kite out when the charge came instead of getting smashed. If the hunter was able to do that he possibly put himself in that small kiting arc he would be bait for the warrior while maybe his warrior pops a throwdown or fear on a healer and the druid clones one. The the warrior on the hunter’s team flips the situation on the presenter and charges him while he is slowed in the snow.

        There is no exact right answer but as Tappington I think is tryng to get across is that there situations you can exploit or be exploited. And the variables are not just where you are but where and when you are vis a vi the cooldowns of you partners and your enemies. And as Jack Sparrow says “The opportune moment”

  8. GTyoungblood of Garrosh says:

    I liked the article a lot. I recently started doing Battle Grounds (BG’s) to get better gear. I’m one of those who can spend a lot of hours in the game, but never dedicate the uninterrupted time required to Raid, or even do regular dungeons for that matter.

    I discovered that doing a BG on its holiday weekend (Call to Arms) was a quick and easy way to rack up Honor Points (HP). HP can be converted to Justice Points (JP). So you can buy either PvP gear with your HP’s or convert the HP into JP and get good PvE gear. It may not be the best gear, but it cheaper than the purples in the AH, and usually better than what players can make them selves, as a whole set.

    As for all the acronyms, I too was feeling the pain. I went a little overboard in my reply, using them on purpose. But I did it the way I learned to write in the Air Force. Not to say I am any good at writing at all, but this one thing did stick. You never use initials or acronyms the first time you write about something, unless you have an appendix or footnotes. Or, like I did in this one, the most common way we did it was put the acronym in brackets the first time.

    Please dont take this as me being critical, over all, I think it was an excellent article. You wont catch me writing one of these, because, as you can see, my writing has a perfect vacuum behind it.

    /cheers

  9. Diurno says:

    A lot of information there but unfortunately lacks consistency. The categorization of positioning is a small input compared to an analysis of how and when to use traps, scatters, kill commands or disengange depending on which arena. Hunters are by far the hardest class to play in arena now a days due to the lack of dots and min range so the hunter, as an heavy dps class, will not be the one using lots of defensive positioning unless at low health and in number advantage.

  10. Awkadidlie says:

    Thank you Mr Tapington. A most illuminating article. You make me think about the battle in broader terms. Your generosity is much appreciated.

  11. moovinonup says:

    Thanks tap