Faction Champions

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The Faction Champions, is the third encounter we will have in the Trial of the Crusader, just after finishing with Lord Jaraxxus.

It is undoubtedly an interesting match that will test the skills of all players.

It is very difficult to talk about strategy in such a chaotic encounter. Instead, we will talk about strengths and weaknesses so that whatever comes out, we are prepared for what comes. Each one will have their own way of doing it but here is a more or less balanced way of facing this fight.

Here you can see a list of the opponents of which we will face 6 in the 10 player mode and 2 of them will be Healers while if we do the version for 25 players, we will fight against 10 champions, 3 of which will be healers.

Class Foliage Alliance Champion Champion of the Horde
Death Knight Frost (DPS) Tyrius Umbrian Blade Gorgrim Shadow Razor
Druid Equilibrio Kavina Song Grove Stormyhoof Birana
Druid Restaurants Valleywalker Melador Erin Misthoof
Hunter Survival Alyssia Moonstalker (With Felino) Ruj'kah (With Felino)
Wizard Arcane Noozle Stick Ginselle Blightthrower
Paladin Sagrado velanaa Liandra Suncaller
Paladin Retribution Baelnor Lightbringer Malithas Shining Leaf
Priest Sagrado Anthar Forgebrush Caiphus the Austere
Priest Shades Brienna talanoche Vivienne Dark Whisper
Rogue Subtlety Irieth Shadow Pass Maz'dinah
Shaman Constant improvement shabad Broln Stouthorn
Shaman Restaurants shaamul Thrakgar
Sorcerer Affliction serissa misadventure (With Zhaagrym) harkzog (With Zhaagrym)
Guerrero Weapons shock Narrhok Steelbreaker

Strategy

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As I mentioned at the beginning, this combat is quite chaotic. It is a PvP encounter and all the mechanics of this type of combat are applied, broadly speaking. This implies diminishing returns on crowd control skills.
As this is a PvP combat, no tanks will be required, although you can keep them in order to do Taunt and Stun abilities so that they can entertain melee DPS. If you are going to decide to take Tanks, I think one is enough.

For the Healers it is quite a complicated fight. They have to learn to run and stay away. You will receive a lot of attention from the enemy team, although not as much as in a real arena encounter.

In general, all the spells in this combat are quite amplified. Stay in an area of ​​effect, such as Infernal flames it can be quite deadly. Bladestorm of a warrior is another area to fear.

However, areas of effect will not deal great damage to the enemy, all champions take 75% less damage from area effects.

Last but not least, if an NPC can heal, they will. Don't be surprised to see the Shadow Priest casting heals at himself.

Facing every class

  • Death Knight: Hit pretty hard. The attacks he uses the most are Ice Chains, Strangle y Lethal attraction. As a general rule it can be bypassed as long as there is a Tank holding it with Taunt and Stuns.
  • Druid (Restoration): It is without a doubt one of the most powerful Healers. Unless your band has some Shamans (for Purge), it should be the main target and even with Shamans it is highly recommended. In case you choose not to kill him, you can Banish.
  • Druid (Balance): It is more beneficial than harmful. You will use Cyclone with the members of the band. The Cyclone removes all damage over time effects, while making them immune to damage.
  • Hunter: The Hunter is not a bad DPS. You will often use your Frost trap. Other than that he will not do much and is usually one of the last to fall.
  • Wizard: This nuisance will Arcane Blast/Arcane Barrage/Arcane Explosion and Polymorph. It is not a good idea to leave him alive and he must be one of the first to fall.
  • Paladin (Retribution): It is not very dangerous and tends to heal more than it does DPS so it is safe to save it for last.
  • Paladin (Holy): She is not a dangerous Healer as long as there is a person assigned to interrupt her. Considering that all of his spells are from the Holy branch, interrupts are quite efficient because you won't let him do anything. The most dangerous thing you will do is use Protection hand on Champions that you are about to eliminate. Shoot it or deal magic damage. It is best to kill the most powerful Healers and the most dangerous DPS before finishing this one.
  • Priest (Shadows): It is a quite acceptable DPS but if you have enough players to remove the magic damage you could save it for last as it does damage over time and fear. Otherwise it should die first.
  • Priest (Holy): Both the Shaman and the Druid are more powerful than the Priest but you should finish him off before you start with mediocre DPS.
  • Rogue: Without a doubt one of the most dangerous. He will frequently stun and interrupt spellcasters and his DPS is quite high. If you can't keep him in chains most of the time, he should be among the first to die.
  • Shaman (Improvement): It is without a doubt the most dangerous of DPS. It's best to finish him off first with Heroism / Bloodlust while still staring at the Healing Stream Totem.
  • Shaman (Restoration): Like its DPS counterpart, the Healer is just as bad. Only the druid surpasses it. Finish him off quickly
  • Sorcerer: It is especially dangerous if there are a lot of melee DPS in your party. He usually uses Hellfire in the middle of an entire group and the truth is that it does a lot of damage. Have I told you about fear? Yes, he will do it. The only one who would beat him in preference is the Improvement Shaman. As soon as 1-2 Healers have died, kill their pet as they will never summon it again and it is a nuisance.
  • Guerrero: The third most dangerous DPS without a doubt. You need to keep him entertained with taunts and traps to slow him down. It is the easiest way to mitigate your damage. I recommend that you die after the main Healer, the DPS shaman, and the Warlock.

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Your strategy will depend on what you get and what you wear. Let's summarize what is indicated to make it clearer:

  1. High priority: Enhancement Shaman, Restoration Druid, Warrior, Restoration Shaman, Warlock, Rogue
  2. Medium priority: Death Knight, Mage, Holy Priest, Shadow Priest, Holy Paladin
  3. Low priority: Balance Druid, Hunter, Paladin Retribution

Yes, we know that there are many at the top of the priority but there is nothing else. They are the most dangerous and I think they should die first. Again it depends a lot. If you only have one class to interrupt, the Healers should be first.

PvP Team

Considering the type of encounter, it is not a good idea to bring PvP gear for this encounter.
You have to be careful as they have a lot of health and the PvP equipment is designed for explosive damage and have a good life reserve, forgetting about Intellect for example, so the mana will not be infinite. If you have to choose to carry something, wear the PvP trinket.

Some of the information has been extracted from the forums of Wow head


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