
What becomes immediately apparent is how functioning as a team and adopting a complimentary strategy between classes is quite important. As a barbarian, our first inclination was to run immediately towards the enemy team and inflict as much damage on their players as possible, letting the witch doctor focus on individual opposing players that stray from their pack. The problem with this was that barbarians get absolutely obliterated before they even get close enough to do any serious damage. The leap attack can help close the distance a little more quickly, but if you whiff, then you basically jump right into a trap where the witch doctor can cast horrify and then the wizard can blast you with disintegrate.
The other issue with this particular combination of classes on our team was with the design of the arena itself. Pits made it easy for classes with numerous projectile attacks to take a step back and chip away at classes that had no long-distance answer. With the pillars, barbarians could run behind them to seek cover and wait, but members of the other team knew better than to pursue, yelling “Play defensive!”
So with our team continually getting decimated, two of us decide to even the odds a little by selecting the wizard class and having our third player stick with the witch doctor. This made an enormous difference, as we were able to hold back more often and take defensive positions while still inflicting damage. We also developed a strategy where one wizard would run in and cast meteor to get members of the opposing team out of their defensive position in case they were being stubborn. The action still got pretty messy anytime both teams met near the middle of the arena, but it usually lasted for only a few seconds before the teams separated and regrouped.


