
Today we will explore the grand and new Season 8 Compositions, for 3v3 of course. The topic on compositions in arenas has always been a controversial one. Some players believe that best compositions are based on skill and others believe that they are solely based on what classes are over-powered during the particular arena season. What do you believe best compositions are based upon? What is your ideal composition? With that stated lets get to the core of this post.
According to Arena Junkies, as of April 13th, 2010, the top (active) arena team for 3v3 has the following composition; Burnjob {Paladin} [Protection (Main)/Retribution], Lichard {Priest} [Discipline (Main)/Holy], Gynx {Shaman} [Restoration (Main)/Elemental]. <Is This Real Life> is an arena team originated from the Server Earthen Ring on the Battlegroup of Vindication. In my opinion this has to be one of the best AND unusual compositions I have seen lately.
If you really think about this composition it might come across as a bit odd though, Tankadin + Double Healer composition. How does that work you might ask? Quite easily actually, Burnjob (7/57/7) has more survivability through the tanking talents + resilience than any other class would through just regular resilience. Aswell with Burnjob gearing in his Tier 10 PvE retribution gear along with some Retribution PvP and a PvP Tanking shield he becomes what players on Malfurion consider a Mack Truck.
Really, as a tankadin, the mitigation talents take care of a decent amount of what resi would (except this is flat damage reduction, which includes crits). It does this without nerfing your other stats. This is what makes tanks much more dangerous these days, because with 12% overall/18% spell reductions, as well as the crit avoidance you’ll get from being at -5.6% (the chance an enemy will crit you will be reduced by this amount), you’ve really got a good chance of outlasting your opponent, as well as being able to put out some hefty burst when needed.
Example:
That 10K arcane barrage crit is suddenly reduced by 1.8K, and that’s before any resistance kicks in. At 35% or less HP, that 10K crit is reduced by a further 3000. That 10k Arcane Barrage now hit you for 5200. That’s almost half. Of course, you’re not far off dead, but neither do they if it’s been a fair match (i.e. you both started at full). At that point, it’s best to finish off with Avenger’s Shield if it’s not on CD and you have the mana, or a HotR+ShoR combo. If that’s not enough to finish it, add in a judgement and hope for the best. If they’re at 50HP, add in Hand of Reckoning and lol at them as they just died to a taunt =P. If you’re really desperate to survive and have a few 1000 hp left, Divine Protection (pala shield wall if you prefer) and roll with what i said above.
“Cited from Synthaxx from mmo-champion”
If you notice in the first citied paragraph a tankadin can reduce the amount of damage they take by about 10-15% more so than any other classes. Also, with Burnjob using mostly retribution gear he can bring roughly 80% of the burst a retadin can bring. With Burnjob being a protection paladin he will absorb most of the damage allowing the healers to take turns healing as the other can damage if health permits.
Gynx <0/15/56> can bring the steady healing with chain heal and lesser heal as well as throw an earth shield on the opponents burst target of choice. During down time he can use healing wave to top off any team member. As well as being a great healer he brings the use of Totems for the extra Spell Power as well as a Mana-Tide totem (Which would benefit all three members). Restoration shaman do not only bring great heals, but they can supply crowd-control (Hex) to lower the amount of burst damage the group takes. If all the teams health permits then Gynx can supply a great deal of burst damage with a Flame Shock + Lava Burst Combo followed by a Chain Lightning and a quick Lightning Bolt.
Lichard <60/11/0> brings anything and everything available. As a Discipline Priest he decreases the amount of damage taken through the use of Power Word’s aswell as PvP. Lichard has the ability to use a minion to regenerate 5% of his mana each hit the shadowfiend deals. Also, if the opposing teams kills the shadowfiend through damage the priest gains 5% of his health through a glyph. As well as having virtually an infinite amount of mana Lichard can deal an AoE fear effect to add to the enormously amount of crowd control this team possesses. While throwing out heals when needed, which is less often because of the talent abilities in the Discipline tree, Lichard has the ability to spam Mana Burn on any opposing player that, well, uses mana.
As you can see this composition is more viable than most would think. You rarely see this composition and if you play a Paladin, Priest, or Shaman I would insist that you attempt it. This composition has Cons as all do, but this one has a greater deal of Pros than Cons. One of the most major Cons would probably be the simple fact that this group does not have the same amount of burst as some comps do. If this group can survive the burst of other teams then there is a 90% chance that they will win. Please keep in mind though, if you are decent at what you do you can make almost any composition work.
If you liked this post please rate and leave any comments that concern you related to this composition or leave a comment stating the composition you would like me to write about, perhaps next time I will dissect deeper into a requested composition. Thank You for reading this article.














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