I've been thinking about the proper way to approach PvP guides (specifically, class guides meant for arena play) for a while.
Ideally, we could have a break-down of:
- Talents and glyphs
- Stats, gems and enchants
- Abilities, cooldowns, "rotation"
- Teamplay, cooperation
- Countering the other team
This sounds good in theory (even though I don't have a PvP "career" to speak of, I have quite vast expertise with all those things), but the problem comes from the actual implementation.
For talents and glyphs, with Mists of Pandaria's talent system, it will probably be much harder to suggest a build. Most talents have both PvP and PvE implications, and it seems to me that often it's going to come down to a personal choice of the player. Same for glyphs, which have very little impact on gameplay now.
For stats, gems etc. this should be easy and not a problem.
The true problems come when discussing abilities, rotation, and countering your enemy. Anyone who has played arena at all seriously (even random battlegrounds, depending on how seriously you treat them) will know that you need to have every single ability in your spellbook on your action bars, keybound and ready to use in an instant. No longer can it be boiled down to 5-7 spells like in PvE (there are a few exceptions to this like Healing Rain, Holy Radiance and so on). Moreover, each of these spells has interactions that are very complex, when used against other players, and their effects are important to understand.
Then you have the issue that there is no such thing as a "rotation". Sure, you can theoretically make one, but in practice it is impossible to maintain it. Your DoTs will constantly be dispelled, your spells will be interrupted, you will be CC'd in one way or another for extended periods of time in the middle of your rotation, you will need to cast self-healing spells or hide behind pillars and so on.
Finally, I would absolutely love to be able to create some kind of interweaved list of abilities that counter one another, and the ways in which you can counter players like that. It's not enough to say that Disarm will remove the player's weapon, but it's important to say that you should save Disarm for when the Retribution Paladin uses Avenging Wrath etc. And then, this must be applied to the other 10 classes, for pretty much every spell. And then, you must understand when your own abilities can and will be countered by the other classes' abilities. And, going even further, you can't explain this in vacuum - your teammate's cooldowns, abilities etc. can make a world of difference to how you use your spells. Oh! And then, your opponent has a teammate as well, which you need to take into account. And if it's 3v3...
So, to sum up, I still haven't been able to figure out the ideal way to handle this. Not that we would have had time to do it until now, but once Mists of Pandaria things settle in a bit more, maybe then.