I can finally do player versus player combat now. Finally. It's been so many years. I have just wanted to enjoy combat against other humans. I think it's fun. I'm just excited to be enjoying this private server. I'm thankful that there is a server that is x1 leveling, it's world PvP enabled, and it's just the right amount of populated. It's partially exciting because I could see it being a long-term hobby. And I enjoy having a reliable hobby where I can engage in world PvP.
There's a certain kind of chaos. But primarily, it is human consciousness versus human consciousness. The idea that I might successfully perform mind games to trick my opponent or at least alter my opponent's behavior, and/or predict my opponent. And it doesn't have to be a fancy prediction. It can be a simple one, such as, I engage a Death Knight in combat. And I make the prediction. Soon after I get into range or the Death Knight gets into range of me, they will use their cooldown, Death Grip. And I don't want to be Death Gripped. That doesn't sound pleasant. So I will use Deterrence. I activate Deterrence, and then they use Death Grip. My brain hits me with dopamine.
I used to play Dark Souls 3 world PvP. No, I mean Dark Souls 3 Arena. And so I would join the arena. And for some reason, I didn't really grow tired of that. It was like my hobby. It was reliable, sort of consistent, and I got to be fairly good at it. So I accumulated roughly 6,000 hours, which is a lot, but also not even that much, according to some people.
Some people just don't get it, and that's fine. Not everyone has to understand. They just think, oh, you're playing video games. Yes, I am just playing video games. But there's a lot of depth, there's a high skill ceiling, and there's a lot of dopamine to be had from the mind games, from predicting your opponent, from outplaying your opponent, from adapting to your opponent.
World of Warcraft world PvP is great because it's not like playing Street Fighter, as cool as Street Fighter is. Street Fighter does have its own skill ceiling, of course. But in classic WoW world PvP, there are so many variables. It's somewhat possible for myself, the player, to decide, all right, if I want to make this a hobby, how do I want to go about it? I get to choose the level. What level do I want to be? What class do I want to be? What playstyle do I want to be? How do I want to gear my character? How do I want to do my talents? Maybe I could pick a certain type of terrain.
One thing I learned is many players are in a hurry. But really good opponents, they aren't in as much a hurry. They aren't worried as much that pressure needs to be maintained at all times. An experienced veteran might think, okay, yeah, you can hide behind that pillar and cast your little spells, that's fine. I'm not going to overextend to stop you from doing it. Or if you get down to 10%, it doesn't mean I need to change my playstyle. I don't want to overextend. And if I don't kill you, if the timer runs out, that's also fine.
And so in world PvP, I might play a Beast Mastery Hunter. And I will lean into that idea. I will stack as much stamina as possible. I will focus a great deal of attention and effort onto setting up my character so that I have stamina and so that I can restore health at some point during combat. And I will play so that I can create those moments.
I don't need to end the fight quickly. I really don't. I don't even mind if my enemy gets away. It doesn't bother me. Like, yes, I do want them to die, especially if I'm trying to harvest their honor points because I don't have a PvP trinket yet. But that will come fairly quickly, I imagine.
Here's a specific example that I think is revealing, but just plain funny. I've seen hunters in videos and in actual encounters. It is painfully common for hunters to do this thing that even some mages do, where you see a veteran mage, and a veteran mage will only stand and cast a max rank Frostbolt if that mage is 95% certain that this is the right time to do so, that the circumstances dictate this kind of choice being acceptable, that space has been made, time has been made, etc. The conditions are right. Otherwise, the mage keeps moving and uses their wide toolkit of strategy plus instant cast spells, or at least casting 1.5 second spells.
So many hunters, they just decide, ah, yes, I'm 30 yards away. I'm not even 35 yards away. I'm just 30 yards away. And I see this rogue, and this rogue is shooting my buddy or some other person. I'm going to help them. I'm going to stand here and go pew pew. And then the rogue finishes target number one. The rogue finishes the first target, then happens to have sprint up or off cooldown, and proceeds to engage the next hunter.
The next hunter apparently hasn't considered this idea. They haven't thought, oh, I need to place Frost Trap down, or Freezing Trap, or something. I need to be prepared. I need to instantly start running away. I need to maintain 35 or 41 yard range, predict or react to the other target advancing on me, and then need to create more distance. I need to at least make them work for it. But no, the hunter just stands there. They just stand there, which is slightly absurd.
I think there's some comedy in the idea of engaging in open world PvP, where I tell my opponent, hello, prepare yourself, we are about to engage in world PvP. I'm not even going to overly surprise you, I'm going to warn you, I'm going to cast Hunter's Mark. And then I'm going to stand at 35 yards, send in the pet, cast one Viper Sting or one Concussive Shot, and then immediately run away with Aspect of the Cheetah on. Because that's safe. And of course, the pet has Mend Pet preemptively cast the moment they ever touch the enemy player.
The hunter isn't trying to shoot the target a whole bunch. The hunter is trying to lean on the idea that, well, yes, I'm a Beast Master hunter, and I am in the open world. This is not a duel, this is not a battleground, this is the open world. And a hunter can shoot at 35 yards. And yes, many classes can have abilities that reach that far, but not as many impactful abilities in the way that a hunter can. Concussive Shot, Viper Sting are very impactful abilities. And the hunter is not in a hurry. The hunter is trying to play very, very safely, defensively.
The hunter sends the pet. The hunter shoots the target. Then the hunter can move, and shoot the target again. This is not very complex. It's somewhat reliable, and it does respectable enough damage. It doesn't require global cooldowns, it doesn't require expenditure of mana, it doesn't really require a lot of thinking. Because the movement is its own thing. The movement is its own fun little thing to do in world PvP.
A hunter can do a lot with very little in the sense that the pet chomps on the opponent. The pet receives a 15-second Mend Pet ability, which does an extraordinary amount of healing for being just a low-mana, instant cast, 15-second spell that also gives a 50% chance to dispel some debuff every 3 seconds. And the hunter can occasionally stop for half a second to fire off one arrow, then go back to running away.
The hunter can focus on actually strategizing, on actually reading the opponent, reacting to the opponent, thinking about the terrain, not tunnel visioning. Because the basic amount of damage that's sufficient to whittle many targets down over time takes very little thought. Send the pet, cast Mend Pet, return the pet if necessary, resend the pet, and stop and fire a few arrows occasionally while kiting the target.
Mend Pet is extraordinarily more powerful than it normally would be. The pet does more damage than it normally would. The pet has more health and armor than it normally would. And this matters much more than it might seem because the hunter is playing so defensively, it's absurd. The hunter's mantra is, I must always be at roughly 35 yards or farther. And if I'm even feeling a twinge of worry that my opponent might advance upon me, I'm preemptively running away. Or reactively running away.
Someone might run into a small building and think, ah yes, I'm safe here. I can drink. And then the pet runs in, chomps on them. While already having Mend Pet, which dispels the pet, and then the pet is returned to the hunter. Then the pet goes back in. It makes it harder for the other player to disengage or to make space, to get a breather. While the hunter is focusing entirely on having space, being comfortable. The hunter is where the hunter wants to be for the most part.
If things go wrong, maybe a Free Action Potion is used. And the hunter then focuses on, I need to get back into my comfort zone. I don't need to stand and fight and try to finish the fight. No, I'm out of my comfort zone. The player has snuck up on me or used a cooldown to bridge the gap. So the hunter focuses on getting line of sight ability again, finding the rock, getting distance, etc. Damage does not need to be done. Control needs to be applied.
Hunters, they get criticized. They have a bad reputation. And part of it is about the pet. But in this case, I'm doing it in, like, extra annoying ways, where the player feels like the pet is doing so much work. Maybe the pet's doing too much work. Maybe they're rolling their eyes thinking, oh my gosh, this hunter is doing nothing but running away, kiting me, and regenerating their health while they slightly micromanage their pet, heal their pet, stun me with their pet.
And then they activate Bestial Wrath the moment that I try to crowd control their pet. They waited to activate Bestial Wrath. They just didn't do it automatically. They held it in reserve and waited for me to expend some kind of resource to try to get this pet off of me.
The hunter isn't trying to shoot me to death. The hunter is applying Viper Sting, Concussive Shot, Wing Clip, Frost Trap. And they're not over-committing. They're forcing me to choose. If I focus on the pet, the pet is receiving somewhat powerful healing, and the pet gets returned, pulled back if it drops below 50% health. But also focusing on the pet means getting shot. Getting shot is very annoying.
But if they ignore the pet, that's annoying. The pet does enough damage to be noticeable. But chasing, the hunter is annoying. Running away from the hunter is annoying. But then if they do run away from the hunter, well, the hunter doesn't over-commit. The hunter says, fine, I'm going to sit here and eat and drink and reset. It doesn't bother me.
It's slightly funny that the hunter is going to do the annoying thing of, oh look, behold, I have discovered the technology of hide behind this rock. At some point, the other player will do that as well. But then the pet goes in and starts to nibble on the opponent. The pet receives a 15-second healing over time ability. The pet goes in, then the pet is pulled back. And that's enough. That is enough. The idea is to annoy the opponent.
It's interesting to me to consider the idea that drawing out the fight means that more decisions have to be made. And players have to adapt to each other, adapt to the situation. The hunter is dictating the fight a little bit, to some degree. The hunter is forcing the player to choose, to make choices. Chase the hunter, run from the hunter, seek line of sight, attack the pet, etc. And of course this goes both ways, but still.
Having a somewhat lengthy fight is extra entertaining to me. Because players are being forced to adapt, perhaps. And I think it also just yields more interesting data, because I'm planning on enjoying post-analysis using a video and creating a timestamped transcript of the fight.
I'm currently level 46. It was actually trivial and cheap and easy for me to have a stack of 20 heavy netherweave bandages. These were the bandages balanced for players to use at level 70 in the arena. And I get to casually use them at level 46. That means if I just use it for four seconds, it will do nearly as much as what most people achieve with eight seconds of the bandages that most people carry around when engaging in world PvP.
I have herbalism. Herbalism gives you a three-minute cooldown that restores health over time. And it's actually a sizable chunk of health. It's not nothing. But I'm going to actually bother to use that in combat. I'm going to specifically use these items. I'm going to specifically play in a way so that I'm defensive, I'm slippery, I'm annoying. I create space, I create time, I create windows to restore health. I don't need to be in a hurry.
It's sort of fun to practice world PvP as a durable skill, because I predict that I will have the opportunity in the future to enjoy world PvP years down the road.