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Other things
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Link to all my video's. When I have adequate video's of every possible combo, map, and REALLY good teams in the upper echelons of 2v2 I will be remaking this ENTIRE strategy guide.
Reading below I don't mention freeze trap often, but I do use it quite a bit, as you'll see in the video's, despite the trinket nerf, it can be really clutch in completely taking a player out of the game for a few seconds if you know when to do it.
I forget to record a lot, Aknot gets mad at me all the time, especially when I forget to record worthy combo's I don't have yet, like rogue druid sigh =/.
THERE IS NO MUSIC ON ANY OF THE VIDEOS! Why? Because these are sopposed to be helpful guides and I don't want to hear the music sucks, if you want to listen to music, pick your favorite songs and play them while watching the video's, you'll enjoy them a lot more. There are no retarded zoomups of LOLOLLEETCRITS. Just me and my dwarf or human priest tearing stuff up. A lot of those teams were from when we were releveling our new team, I'll have better quality fights soon, just pay attention to my movie link, when I make a new strategy guide I'll probably only link the really hard teams after each combo I explain. Our playstyle constantly evolves as we figure out newer and easier ways to beat our combo's.
Our playstyle is constantly evolving as we find easier ways to beat combo's, if you see something I've left out leave a tip for another play to read. I learned one of my best counters for Warrior / Paladin teams thanks to Sciurus-Arygos. It'll help me complete an even more detailed and better strategy guide with video's linked to each combo as I get more.
Random Bits of advice before I start the strategy guide:
Drink a lot. If your healer and yourself are pretty much good and he can sustain himself and your oom pull the pet off of his target for a split second, feign, drink then send your pet IMMEDIATELY back on the target, get a couple ticks of drinking off and get back into the fight.
On DOUBLE DPS teams use Aspect of the Hawk, on DPS/Healer teams use Aspect of the Viper.
Be mindful of where your priest is AT ALL TIMES. If you LOS your own priest or your letting him get pwnted, then your gonna lose. Use Raid ICONS, It'll help you locate your healer and he'll be able to find you easier through Poles, under bridges ETC.
Do not use Steady Shot or any casted shot while getting beat on, it's really bad and 99% of hunters do this, use steady shot to maximize damage ONLY WHEN YOUR NOT GETTING ATTACKED.
USE LOS TO YOUR ADVANTAGE. We can use it just as effectively as they can use it against us.
Dwarf priests are awesome, but if you and your priest are good enough EDIT: ANY priest will work too. Hunter/Druid, Hunter/Paladin, Hunter/Shaman are all viable, just more difficult and longer lasting fights do to the lack of mana burn.
Lots of resilience/Stam is nice without sacrificing too much damage. Look at my setup, I have 1860+ AP with hawk on(But I usually use Viper depending on our opposing team), 30.69% crit, while maintaining 395 resilience, 11,200 hp and 6028 mana. My point is, please balance your stats without gimping anything else.
YOU NEED THE 17K HONOR PVP TRINKET, GET IT.
Get a SCORPION PET. Can't stress it enough, it's critical. Give him full Nature resist, Full Frost Resist, Cobra reflexes, rank 4 scorpid poison, and the second or third highest shadow resist you can give. Rank 4 because it gives 2 chances to apply the poison stack via one, so if you use rank 5 and one of the poisons gets resisted, dodged, parried, whatever then your stacks starts off at ground zero, not really worth it for an extra 30 damage per tick IMO.
This is the Hunter POV on how to fight these combo's, I can give you a basic knowledge of what I know about the priest class but your priest just has to know how to play. I can tell you what mine does in certain situations but I can't give you the nitty gritty of what he does.
Here's a pro-tip vs warrior/paladin, hunter's mark the warrior after freezing him out of LoS of the paladin, giving cleanse a 50% chance to fail and wasting a gcd. (Sciurus-Arygos gave me this tip)
Here's another pro-tip, if they're FFing your pet, have your priest cast heals on your pet long enough for you to dismiss him, usually after the dismissal they forget about the pet and just go for or your partner. I do this everytime my pet gets ff'd.
If your fighting a team with a shaman, make sure your priest dispells heroism/bloodlust.
Macro's that I use:
/focus (Sets my Focus duh) /cast [target=focus] Viper Sting (Viper sting on focus'd Target) /cast [target=focus] Silencing Shot (Silencing Shot on Focus'd Target)
Those macros are good because it casts those shots without ever breaking your target. If below I'm telling you to silence/viper sting certain targets, duh, use them as your focus.
BEST TIP I CAN GIVE ==============
It's really important to avoid getting frustrated, and yelling at your partner, at the end of every loss me and my priests talk about what we did wrong, what we can do the next time, and how we'll be more on the ball.
My favorite combo, everytime I see this it brings a smile to my face, on any map, find a pillar, on blades edge hug the pillar below, Lordaeron dance around the tomb, Nagrand hug one of the four pillars and let them come to you, they are the burst DPS class of course they will.
Use aspect of the hawk. Put down either a snake trap or a frost trap, I usually use a frost trap so me and my warlock can kite around the pole dodging their burst dps. Use silences and scatters accordingly to stop fears/damage on yourself or your priest.
Keep VIPER STING ON THE PRIEST AT ALL TIMES. Every 15 seconds reapply it on the priest, keep kiting around the pole doing minimal damage until the Shadow Priest is drained, when he is, then you don't have to worry about LOS and just DPS the shadow priest down while you keep scatters and silences on the Warlock.
Warlock/Mage Combo
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This combo brings a smile to my face too. Again, find a pillar, hug it, this time you wanna apply viper sting on the mage every 15 seconds, KILL HIS PET, if your priest is LOSing correctly he should never get sheeped, you wanna kill the pet to dodge a shatter combo. If you have decent gear the pet should die relatively fast. I recommend keeping frost trap down at all times.
When mage is OOM do like above and DPS mage down your priest should have a mass dispell ready for when he ice blocks, again keep scatters/silences on warlock, at this point I usually just scatter Freeze Trap the warlock until the mage is dead.
It is critical you guys don't let yourselves get chain sheeped over and over, if one of you guys gets chain sheeped the other will die and it's probably because you didn't follow the instructions correctly.
Warlock/Rogue Combo
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This combo is tricky and can be REALLY nasty if used correctly. Hug a pillar, keep flare on the ground and use a SNAKE trap, this is key, it REALLY **#@s rogues up. You need to play really defensively, if you let that rogue beat on your priest too long, guess what, you lose. Save scatters for rogues, your priest should be kiting all over the map.
KEEP THE ROGUE SLOWED. After snake trap use frost trap as often as possible, and keep wing clips on him.
Be ready for vanishes, I keybind my flare to CTRL+F and I usually have a flare ready a few feet in front of wear he sprint vanished the second he vanishes, from there you get a concussive shot on him ASAP.
Use silences on the warlock as often as possible, ALWAYS apply Viper sting to the warlock in this situation, force him to use life tap as your battling the rogue because even though your focusing DPS on the rogue your technically doing damage to the warlock too everytime he's forced to lifetap.
When Rogue is dead, seriously don't get too cocky, warlocks can still 2v1, especially if they are soullink, it sucks but it's a fact of WoW. They are OP.
It is important to try and kill that rogue as fast as possible because he is the BIGGEST threat to your healer. When you get more comfortable keeping the rogue slowed with wingclip/conc shot/traps if you know the warlock your fighting isn't specc'd into demonology you can burst him down while your priest effectively kites the rogue all over the map.
Priest/Hunter Combo
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Yes it does happen, it's very rare but when you fight this combo, guess who you want OOM first? It's not the priest. Use LOS to your advantage ONLY popping out to Viper Sting while keeping your priest hidden as best you can so he doesn't get the same treatment, when hunter is oom ignore his weak damage, let your priest mana burn his priest while your viper stinging the priest. When priest is almost oom viper sting the hunter again to keep him low and then kill priest. Easy fight if played correctly.
Do not use Steady Shot or any casted shot while getting beat on, it's really dumb and 99% of hunters do this, use steady shot to maximize damage ONLY WHEN YOUR NOT GETTING ATTACKED. Use a shot rotation, it's not a replacement for arcane/multi's burst damage.
Warrior/Priest Combo
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Kind of a tough one if your fighting a well geared warrior, but you won't ever see this combo in the 2k+ ratings, you will however see it in the lower brackets a lot so here's a strat:
Use frost trap, hug a pillar, keep viper sting on the priest until he's oom, constantly scatter shot the warrior every 30 seconds to keep him off your priest, concussive shot to slow him down so your priest can kite the warrior around if need be, 15 second intercept is rough so your priest has to be good at dodging it.
Kill priest first, then kill warrior, if your priest dies before the warrior, ouch, play smart keep range .
Warlock/Paladin Combo
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Relatively easy fight. Hug a pillar, keep your pet on the paladin, use viper stings as often as possible on the paladin, keep frost trap down, everytime you see the warlock cast a spell scatter/silence, LOS the *%!@ out the warlock as often as you can, but if you have to jump into his line of sight do it to get a viper sting+Mana burn on the paladin. When paladin is drained you HAVE to kill the paladin, do not switch to the lock because 200 mana can heal a warlock to full for some **#@ing reason it's irritating you have to keep the paladin drained. He will bubble at some point, your priest should obviously mass dispell it.
This is a relatively EASY fight since they have no slowing other than Curse of Exhaustion which you rarely see a warlock use. It's clutch timing your scatters/silences accordingly.
Holy Priest / Shadow Priest Combo
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You don't drain the holy priest first, you drain the Shadow Priest first, again hug your pillars pop out as often as possible and drain the shadow priest, make sure your priest isn't in LOS of the other priest so he doesn't get mana burned, use your silences and scatter shots accordingly.
They can easily bring your priest from 100% mana to 0% really fast so your priest has to play smart and you have to be clutch on stopping casts and slowing the other guys, I recommend using frost trap. This should be a REALLY easy matchup. Your priest should be dispelling the dots off you. When shadow priest is OOM you and your priest need to work on the holy priest and bring him to 0. Keep your pet on the holy priest at all times so your scorpid poison doesn't break CC on the shadow priest later. Shadow priests generally have a lower mana pool than holy ones. You won't see this combo too often.
Double Shadow Priest Combo
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Yikes, lots of fear and damage potential, keep dispelling dots, LOS around pillars and keep a priest viper stung, once one is drained kill it, shouldn't be too hard to wreck these guys.
Holy Priest(Or Paladin) / Mage Combo
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This can be somewhat tricky, like in Warlock/Mage combo's you NEED to kill the mage pet IMMEDIATELY, so you don't get bursted down, run circles around the pillar with frost trap and entrapment on the ground, your priest needs to avoid sheeps and to dispell frostnova off of himself and you as much as possible to avoid shatter combo's. The best thing to do against this combo is to keep VIPER sting on the mage until he's OOM, then focus on getting his healer mana burned.
Shaman / Warlock Combo
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This is can be a really hard fight when the shaman pops Bloodlust/Heroism but they usually pop it early in the fight. If you can survive the 30 seconds that it's popped then your guaranteed to win. USUALLY this combo doesn't use soullink, so if you know for a fact the warlock isn't soullink KILL HIS PET so your priest can get OOC and drink.
Destroy totems as often as possible, keep viper sting on the shaman and whenever your priest can safely mana burn the warlock down DO IT. Depending on the spec of the warlock, IE if he's not soullink when the shaman is OOM kill the lock, if soullink kill the shaman first and then kill the lock, at that point keep viper sting on the warlock when the shaman is oom forcing him to lifetap.
Resto Druid / Rogue Combo
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Yikes this is a TOUGH one, jesus, but it's doable, keep a flare on the ground and a snake trap, when the rogue finally attacks keep him slowed and off your healer, same as the Warlock/Rogue Combo help your priest kite the rogue around by keeping him slowed, predict vanishes.
Your going to be damaging the rogue as much as possible while keeping him slowed. The rogue will pop out to cast HOTS on the rogue, cast viper sting on the druid and have your priest IMMEDIATELY dispell the hots on the rogue. Doing so WASTES a TON of the druids mana, and eventually you will wear the druid OOM, keep your pet on the druid and keep an eye on your pet, the druid will try to root/sleep your pet so he can go drink do not let him get OOC. When you and your priest develop a strong synergy you will be able to still slow the rogue down while keeping the druid in combat as much as possible.
On occasion you will have to wing clip the rogue, Scatter shot him, and drop a freeze trap on him so your priest can get enough range to drink or kite more.
When the druid innervates make sure your priest dispells it, it's critical. Eventually you'll be able to kill the rogue. Use Scatter Shots on the rogue to give your priest as much room as possible, silence the druid everytime he pops out to try and cast cyclone and/or heal. Be smart, you MIGHT have to use scatter shot on the druid but you should be able too if your priest has enough room.
When druid is OOM burst down the Rogue.
This fight can go another way, if the rogue wants to kill me first it's obviously a lot harder, now your trying to avoid crippling poison and the rogue isn't taking any damage so you can't OOM the druid by dispelling his dots and getting range is tricky because of Deadly throw (Lamest ability ever, should not be spammable.) This is where 2 minute trinkets, and stoneform REALLY shine.
Use whichever trap you feel best using, I personally use freeze trap a lot against this combo since they have no dispell, it can be very clutch in your priest getting range and healing himself.
If you have a deadly throw on you and rogues gaining on you, when it wears off, pop deterrence, feign death, wing clip and run right through him as he approaches you. If deterrence is down, it's crucial you time feign death PERFECTLY as he'll lose his target at a critical moment enabling you to wing clip and gain range. Sometimes you get unlucky and boom he gets a crip proc on you.
But as long as your priest mana burns the druid as he pops out to heal/cyclone. You should OOM the druid pretty quickly.
Warlock / Druid Combo
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Best thing to do in this fight is SPLIT up. Use all your DPS on the Warlock, keep your pet on the druid, when the druid pops out to HOT the lock my priest dispells the hots forcing the druid to heal, when he does that my priest fears the druid and gets like 2-3 mana burns off while I throw a viper sting on him. If they put the pet on your priest it's worth it to kill the pet twice, and your priest can fear + mana burn the druid if he pops out to heal the pet. Killing the pet means your priest can get OOC and he can drink. Pretty much keep your priest ON THE DRUID at all times, bring the fight with the warlock and his pet near your priest as much as possible so your not out of range or LOS of his heals. Eventually you should wear this combo down.
The priest is crucial in helping keep the druid in combat since the pet is unreliable due to sleep/roots, and it puts the druid in a bad position when he has to heal with my priest in his face ready to mana burn.
Shaman/Warrior
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When it's a shaman warrior, make a macro that /target Windfury and kill the windfury totem as much as possible, use frost traps and have your priest kite around the pole while you drain the shaman, it's an extremely defensive fight since that warrior is beating the cow dung out of your priest. Do not let that warrior get close to your priest with windfury up, ever. Keep the warrior scattered wing clipped so your priest can kite away, the shaman will purge your priests buffs turning him into a thin layer of glass, so you and your priest are going to have to play very carefully. If your priest needs to get away to drink/heal and you can do this, scatter/FT if the warrior has used his trinket already.
Warrior/Paladin
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CC the warrior as much as possible, heres a HUGE tip that I got from hunter forums, mark the warrior, bait him into a freeze trap and spam hunters mark on him so the paladin dispells that instead of freeze trap, it'll waste the paladins mana dispelling and it puts the paladin LOS so your priest can mana burn him. ON blades edge it's a good tip to mind control the warrior off the bridge to give your healer some time. (for your priest partner). Keep scorpid on the warrior so he doesn't land as many attacks.
Druid/Hunter
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It's a really scary fight. I played one, kill the enemy hunters pet, and make sure your pet stays alive, try to burn down as much of the hunters mana as fast as possible, keep your pet on the druid, it is imperative you kill that pet before the druid realizes whats going on so your priest can get OOC and drink, your going to really need it in this combo due to the lack of cleanse.
After the hunter is near oom, focus on DPSing the hunter to make the druid pop out of bear form and heal so he can attempt to be mana burned, keep the enemy hunter wing clipped every possible second so your priest can LOS as much of the hunter's viper stings as possible.
MODS / KEYBINDS I USE + Screenshot
Seriously though guys, you know what me and my priest use for movement keys?
EDSF
Why? Gives us WAY more buttons around my movement keys to bind, my fingers rest correctly on the keyboard the way we learned how to type in keyboarding, I never lose my bearing on the keyboard because I know my pointer finger rests on the F button.
I use 1-5 normally then bind the rest of my keys around my movement keys listed below.
Here's a tip for people starting off with keybinds. Start off keybinding 3 of your favorite spells, play around with it for a day, next day add one more spell, then the next day at another spell, then the day after that add another spell, in less than a month you'll have everything important keybound and you'll be tearing it up.
I have zxcvbaghqwt as well as SHIFT+(Letter)
These are the mods I use: Arena Live Frames Arena Master Bartender3 Baud Mount Cartographer ColaLight Con@#% v1.14.4 cyCircled DamageMeters DoTimer eCastingBar Improved Error Frame Inflight ItemRack JIM's Cooldown Pulse (This is the mod I use to flash my cooldowns when they are available.) MobHealth Omen Perl Unit Frames Zanzer's Hunter Mod
Welcome to the insanely-long Druid/warrior 2v2 Matchup by Darkalpha. People ask me all the time about tips and tricks for war/druid, And theres just so much to write, and they ask so often so I have to write it out over and over. So, to save myself time, I just wrote this guide.
This was made because people asked me for what I did. There are a lot of different and better ways to go around matchups, so don't take what I have written as the holy grail. Question me, call me a bad druid, or that I'm playing wrong, if you think so. This is what what we did in our matchups.
Credentials: I first started doing 2s last season when I came back to the game after quitting for about 8 months due to school. I found a warlock, and we got to 2350++ before he stopped playing. I, however, loved doing arenas, so I found an old priest friend who just had his warrior hit 70 a few weeks before. Now, he was pretty much the best priest I knew back in the day, and he is AMAZING at the warrior class, but he didn’t have much gear. (<3>
______________________ NEW EDIT -2/5/2008 I Will no longer be able to post on these forums after February. I ship out for the Navy, and will unable to access the internet for several months, so I won't be able to answer questions or Update my guide. I will likely be quitting, as I will be to busy to continue playing after my return. Best of luck everyone, I'll miss you! whisper Compensating if you have any questions. __________________
Right Now I team hop a lot to get my friends weapons and shoulders on 2s/3s. So, depending on when you armory me, my teams won't be able to show up on the armory. So don’t just go LOLADVICEAT1600RATINGS. Right now I am rated #1 on my battlegroup, and have been since the season began.
The Guide:::::::::::::::::::::::::::::::::::::::::::::::::::: Druid/warrior is a very strong combo. The Premise lies in its ability to survive and outlast almost any team, while having a lot of versatility and survivability. The key to these matches is patience. Your warrior will be doing a lot of damage, but Burst-Gib dps teams only work with a double DPS setup, so be prepared to outlast any team.
My Spec: I go 8/11/42: http://www.wowhead.com/?talent=0zjZVMhoZVcIxcq0xsx While I feel that insect swarm builds (13/11/37) will be very strong, they are not my playstyle. I am a very, very defensive player, and losing the +heal from empowered rejuv and the other talents that you can choose is not worth it, at least to me. I can avoid LOS enough to where I don't need the extra range on cyclone and roots, although I can really see it helping, especially for new Druids. Don't be afraid to try the IS build, you may really like it better for your playstyle.
Basic overall Druid ideals: Stay mobile and stick close to a pillar. A druid that stands still is a druid who is vulnerable to any number of CC/interrupts that can screw you over. Stick to your hoTs, and always be on the move to stay out of your enemy’s Line of Sight. You should never, ever stand still except when you’re casting cyclone and roots, always be trying to gain better positioning on pillars so you can break LOS if they decide to turn to you. Regrowth should almost never be used except on very rare occasions (You baited a counterspell and your partner is below 50% life and taking heavy damage, for example).
Terminology: DR’s=Diminishing returns RNG=Random number generator. Basically the % that you’ll get a proc. Usually used with mace stun/fear breaks, sometimes it’ll happen all the time, sometimes it’ll proc 3 times in a row/last 10 seconds, sometimes it won’t proc at all/break immediately. Pillar humping=Where you run around in a circle on a pillar, going to opposite direction the other teams players are going, so you avoid LOS/getting hit. Both you and your partnre need to learn how to do this.
Random things: Blades edge drinking with pets: Get up top on the bridge, and jump down. The pet will have to path around the sides of the arena and then get to you, and you can get a few ticks in before it hits you. Cycloning/Rooting/banishing/fearing the pet up top means you can get a lot of extra ticks in. Always use rank 1 roots to cast. Roots itself will not last more than 10 seconds in pvp, which is less than the first rank of roots. It’s 100 mana less for the same effect. If you use rank 1 roots, make sure to use rank 1 Nature’s grasp, or you’ll get the “a more powerful effect is already active” message, and be unable to recast roots until nature's grasp ends.
Matchups: I tried to write out the matchups that give trouble to most teams. The hard teams are first and are generally longer, but for some of the easier teams, there wasn’t much to write, so it’s shorter, and for some of the really easy teams, (such as Hunter/paladin) I didn’t even write anything because you likely will never face them and if you do, it’s such an easy fight that you won’t need a guide.
Note: Because there’s just so much text in this(20 pages in MSword), there will be typos and grammar issues that I missed(probably a lot), so forgive me in advance.
This is what my Partner and I do against these matchups. There may be/Probably is better ways to go about these matchups, but this worked for our playstyle. So experiment, try out new things that may work for you, because everyone’s playstyle is different.
Mage/Rogue This is a hard match because your warrior is going to be under control for the large majority of the match while they attempt to burn you down, so you have to very carefully time your trinket/disarm use. Your warrior will NOT kill the mage soon, and the rogue has so many escape options that your warrior won’t be able to kill him until he’s all out of cooldowns. A lot of warrior/druid teams like to go for a fast kill on the rogue, but this lets the mage and the rogue get away, cc your warrior, and then they get right on top of you, where you just get burned down. So, both of your jobs is play extremely defensive until the rogue is out of tricks, then your warrior goes on the warpath and basically 3 shots him.
Start of the fight: The mage will open on the warrior while the rogue searches around for you. Stay stealthed as long as you can and stay as far away from the mage as you can get, but when your warrior gets to around 70%, make sure you're as far as you can be from the mage, then pop out and HOT+ABOLISH YOURSELF FIRST(this way if the rogue pops you soon you have the hots going already), then Hot up the warrior. Once you get a lifebloom/rejuv on the warrior, and if the rogue still hasn’t jumped you, proceed to re-abolish yourself and rehot yourself. By now the rogue should be on you, with the mage coming by to do his shatter combo. Pop barkskin when you get frozen by the pet(The mage is the one doing the damage, so don't waste seconds of barskin on meaningless rogue-stunlock damage), and when your warrior comes out of sheep, he can intercept then disarm the rogue(intervene if his cooldown is up to save his intercept cooldown). With the hots and abolish on you rolling on you when you get popped, you should be able to survive without using the trinket or NS, so you can save it for the 2nd wave of rushdown they can do via Prep/cold snap.
After you get away, you’re keeping yourself hotted/abolished as much as possible, and looking for a pillar to hump. Travel form moves almost as fast as a sprinted rogue, so you can buy precious seconds in which your warrior is closer to those Sheep immunities, and the hots are ticking and bringing you back to full by running the opposite way around the pillar from the rogue. Your warrior needs to be on that rogue the entire time, keeping hamstring up and making sure to give you as much breathing room as possible. (doing a drive-by hamstring on the mage while chasing the rogue if they cross paths) If Intervene and Intercept cooldown is up, he can intercept the mage to put hamstring on, then intervene back to you so he can stay on the rogue without losing a step. The rogue will run out of cooldowns quickly because he’s trying to chase you down, and when he does, the warrior goes for the kill.
Notes: Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This greatly helps your warrior maintain control over that rogue. -Rogue’s cant Kidney shot when they’re disarmed, so if your warrior sees him about to pop it, he can disarm so you can get away. -If he can, your warrior needs to kill the mage pet. This stops his ranged shatter combo and greatly reduces the burst from the mage. They have little health, so your warrior can kill intercept it, 3 shot it, then intervene back to you so he can help keep that rogue off you. -Abolish poison is huge, keep it up. The wound poison really can destroy you, so do your best to keep it off. -Save your trinket for when you really need it, you can usually survive the first stunlock if you have your hots ticking when he pops you, and if you burn trinket early it can make you very vulnerable to their second stunlock via coldsnap/Prep. -If you wait long enough, your warrior can pick up the Second Sight buff that makes him take damage, which will stop blinds and sheeps on him. -Intervene will absorb blind. It's usually very, very obvious when the rogue is going to blind you, so if your warrior can do a quick intervene on you, it'll stop you from getting blinded.
Warlock/Rogue This is tough, like all rogue/dps teams. This team is usually going to try to fear you and then gib your warrior, because a fear/fear/fear/silence(or stun)/deathcoil/Blind/Sap combo is more than enough for them to kill your warrior. Here, your warrior is going to sit on the warlock to prevent the fear casts, while doing his best to keep the rogue hamstrung and off you. Between pummel and LOSing the fears, you really shouldn’t be getting feared to give them their gib window to burst your warrior. Your warrior's health is is below 60-70%, he has a shield on and is spell reflecting(unless the lock is about to die), and 2her busting on the warlock if he’s full/hotted/abolished. The Rogue is usually a more tempting target than a soul link warlock, but once again, with all the tricks rogues have they won’t die before you or your warrior does. Stay on the lock, don’t get feared, and eventually the lock will die. Beware their Switch to you when you’re out of cooldowns, as well.
If the Rogue is on your warrior(most matches): The Fight generally starts with your warrior charging the lock. Stay back as long as you can, usually the rogue will open on your lock. If he doesn’t, wait till about 75%, then rejuv yourself first (in case the rogue opens on you), then hot the Warrior. When the Rogue opens on your warrior, abolish him immediately and hot him up, making sure to run for max distance. If you can, get a cyclone or root on the rogue, he’ll break it, but it’s a cooldown that he’s forced to spend. Be careful though, the felhunter can silence you which can be GG. Most matches I don’t cast a single spell unless I KNOW I won’t be CSed, The risk of getting silenced outweighs the few seconds of cc/cooldown use. The Warrior will be pounding on the warlock if he has hots and abolish, and Shielding /spell reflecting if he drops low. (He can still beat on the lock with a 1her). Make sure to pummel the fears, and keep hamstring up on both the rogue and the warlock. Your job is to LOS the fears he can’t pummel, and to make sure you’re constantly moving away to stay at max range. Eventually, the warlock will probably get a fear off, but DON’T TRINKET THIS UNLESS YOUR WARRIOR WILL DIE. Once you’re feared, the rogue will start sprinting over to blind you, and if you trinket the fear and get blinded/sapped, it’s pretty much GG. Save your trinket for the blind, because getting caught in a Blind->Sap->Silence-Deathcoil combo is almost a guaranteed loss. Once the rogue starts running, have your warrior intercept him and keep hamstring up, and piercing howl the imp sprints/vanishes. Keep your distance at max range, always trying to stay at max range, and pillar humping if you can't get far away, and make sure to keep a lifebloom stack/rejuv/abolish up. The Lock should die soon, and then simply the rogue. If the Rogue burns all his cooldowns and the lock still has a decent amount of HP, your warrior can intercept to him to quickly dispatch him, because rogues with no tricks die very, very fast to a warrior. Once one of them dies, kill the other and win.
If the rogue opens on you(Rare) The warlock will be tanking while the rogue looks for you, and the rogue will get the opener because of paranoia. Again, When you pop to heal your warrior, hot yourself first in case he pops on you. The Rogue will lock you down while the warlock dots you and your warrior up. Have the warrior intervene to you, disarm/hamstring the rogue, then Intercept back to the warlock. Because the rogue isn’t pouring DPS into the warrior, your war can go to town on the warlock as long as he gets hots to keep him above 60-70% health. Keep abolish up on yourself along with hots, and do your best to pillar kite the rogue while your warrior shoves his 2her down the warlock's throat. Keep yourself alive, your warrior should intervene whenever he can to hamstring the rogue, then intercept back to the lock. Again, if the rogue is out of tricks when the lock is alive and at decent health, consider swapping to quickly kill him.
Notes: -The Shadow sight debuff will prevent blinds and saps. Pick it up if you can. -When they're on you, Consider having your warrior use his 2her in defensive stance when pummel is on cooldown, so he takes less damage. -Like Mage/rogue, abolish is HUGE. Make sure to keep it up whenever you can, -Felguard locks do a lot of damage, but die faster. The Stun sucks, but you can cast freely without getting spell locked. The Match is different, you die faster, but so does their lock. -Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This can prevent
Shadowpriest/Rogue Of the three Rogue/DPS matches, this one can be the easier or hardest depending on their gear. Like the Lock/Rogue, they will try to fear you in order to do their gib combo of Blind/Sap/Silence/Fear. The key difference the Lock can cast fear, while the priest fear is limited to range, so it's much easier to avoid. This match can be longer than the lock/rogue combo, as the priest can heal, so you won’t be able to simply kill one quickly, but shadow priests run themselves oom really fast, so just outlast his mana pool for a win. Keeping hamstring on the both the priest and rogue is very important, it allows you to kite them much easier. The big danger in this match is the priest chain dispelling your hots while the rogue goes to town on you/your warrior, so don't ever give them a chance to do so, always try to keep your warrior up. He needs to be very very watchful of his own health, and back off and play defensive if you're to busy to get a HOT on him if the rogue is on you. They will likely have their priest mounted at the start while the rogue goes hunting for you. You cannot afford to play aggressive here. Spriest/Rogue can melt your warrior very very quickly, catching him in 2her/zerk with a kidney, or even a blackout, can result in him dying regardless of what you do. So, you both need to be very aware of WHAT they're doing, is you get away from their rogue, don't run blindly, that rogue is going to turn on your warrior and melt him while you're far away. You whole gear here is to simply be running and turtling, running their priest oom. The ideal situation you two can be in here is that you both are running AWAY from them, with them hamstrung behind you while the hots are ticking your warrior to full. Only send your warrior back in if he's hotted/high on life.
They will do one of three tactics: on your warrior, on you, or split DPS.
They're on your warrior:
If the rogue pops out on your warrior, have your warrior hamstring him as well as the priest. When the warrior gets low (75%), make sure you're as far away from the priest as possible, then Pop out (Abolish/hot yourself first if the rogue hasn't popped yet), and abolish him first to get rid of the poisons, then proceed to hot him up. Make sure to stay at max range as you do this so you have some breathing room distance wise, and it gives your warrior an escape option with intervene.
The Rogue will likely continue to DPS the warrior while the priest starts running for you to fear you, but as long as you keep the priest hamstrung you should be able to run and keep hots/abolish up without getting feared. If the rogue pops sprint and starts running towards you, he’s trying to blind you so the priest can fear you. Have your warrior do his best to intercept and re-hamstring the rogue so he doesn’t get that blind off. (or he can intervene to eat the blind for you). If the rogue blinds you, have your warrior put on a shield and start losing/spell reflecting, but DON’T TRINKET IT UNLESS THE WARRIOR IS LOW. The rogue will usually keep you locked up after the blind in case you trinket, while the priest gets close enough to fear you. If you trinket blind, then eat a silence/cheapshot/kidneyshot/gouge/ into the fear, etc, then your warrior is probably ganna die. So, save your trinket for the follow up Fear or Sap. If he’s not oom from trying to DPS you already, the priest will drop out to start healing if one of them gets low. Shadow priests have no mana efficiency, so the game is pretty much over at this point. Stay at max range, keep abolish poison up, and eventually one of them will die or the priest will go oom.
Your warrior needs to be very quick to shield up. If he's under 70%, he has a shield on. He will likely spend most of this match with a shield on, so don't be to afraid to do so. The priest will run himself oom very quickly, so just outlast his mana. If he gets low, he needs to intervene to you, and you both then run away from them until his hots catch him back up, where he then runs back in to re-hamstring and land a couple blows on the rogue before he shields back up.
If they're on you: If they open up and try to kill you, have your warrior sit on their rogue. Between intercept stun/mace stun/disarm/imp hamstring, the Rogue won't be able to do much damage, and the priest can’t do enough damage when you're pillar kiting to kill you, so as long as you keep the wound poisons down with abolish and the hots up, you should be able to kite them around until your warrior forces their priest out to heal. When the priest goes holy, it’s a bad Hpriest/Rogue combo, which you dominate.
Splitting DPS: This is generally considered the "hardest" team. Here, your warrior is supporting you the best he can, but with a shield on. The priest will solo the warrior until you come out, and the rogue will jump you then. They will split DPS, with the priest on the warrior and the rogue on you until one of you gets low, then they will switch to go for a kill on one of you. This fight you will likely not gain a kill fast, so what we do is have the warrior sit in defensive stance and spam hamstring on the rogue(Proc mace stun/imp hamstring), and like the mage/rogue fight, just outlast the rogue's cooldowns. The warrior will be taking damage from the priest, but as long as he has a shield/reflecting/Dstance he should be durable enough to take a beating while he supports you so you can get away, where he will them intervene you so you can both escape them. The ultimate goal in this fight is to get to the point where you both are running AWAY from them, with them hamstrung behind you while your hots are ticking you both back to full so he can go back in. Outlast the rogue's cooldowns until he's out of tricks. When the rogue is completely spent, then you can start playing offensively. Any sooner, and your warrior is risking being caught in a kidney shot with a 2her in zerker, and being bursted down while the priest slams dispel purging your abolishes and hots.
Notes: -Again, Shadow sight to avoid the blind/saps. It’s amazing when they blind you and it insta breaks. -When the shadowfiend pops, have the warrior go shield while you cheetah around kiting it. Don’t let that thing hit you if you can avoid it, every hit prolongs the match.- -Some priests will try to mana burn you. As long as you stay out of max range, you should be fine. If they attempt to have the rogue on you while the priest mana burns, have your warrior on the priest, because if the priest is just mana burning he’s not trying to do damage, and you can get away from a rogue with an occasional intervene/hamstring/disarm from your warrior -Watch the Dispels from the priest. Dispelling abolish poison can lead to stacking of wound, which is very, very bad. Keep abolish up, cover it with lifeblooms/rejuvs(both rank 1 and full rank), etc. -Intervene will absorb blind. It's usually very, very obvious when the rogue is going to blind you, so if your warrior can do a quick intervene on you when he sees the rogue start sprinting towards you, it'll stop you from getting blinded.
Shadowpriest/Warlock This is one very tough matchup. You won’t see it very often because so many other teams beat it, but man, this is pretty much your hardest team to fight. The amount of damage they can do combined with the incredible amount of CC/silence on you makes your warrior a giant bullseye. They generally will dot up your warrior, then fear you, while they gib down your warrior, and keep you out of the picture with a Silence+Spell lock to make sure you can’t cast. We found that the amount of burst they can do can take my warrior from 100-0% in a spell lock/silence/fear/deathcoil combo on you if they catch him in a 2her/zerk with a blackout. So, what we do is have the warrior play very, very defensivly, going shield at the slightest hint of a kill combo, and running like a girl whenever they so much as sneeze on him. Your goal here is to stay alive while the priest runs himself oom, kiting and LOSing everything. Your warrior doing his best to stay out of a really bad situation( Being caught in the open while you’re feared far away), and you’re doing your best trying to stay far away hotting up your warrior, LOSing the fears and giving your warrior an intervene target if they catch you.
You need to be positioned next to a pillar as much as possible. If you see the warlock or priest run towards you, start running away so you can avoid the fears. If they deathcoil+fear, or manage to get a fear off, your warrior needs to immediately shield up+Intervene to you and start pillar kiting before they can land their huge gib combo. Keep your warrior on the priest, he’s much squishier, and most of his damage can be prevented by having your warrior on him. He can still 2her/MS in defensive stance, so consider having him in defensive the entire time while stance dancing to zerker rage. Everytime they get a fear off, or his health drops below 80%, your warrior is putting on a shield and pillar kiting (make sure that the priest doesn’t drink), until hes back to full and hotted, then going back on the priest. Outlast that priests’s mana, drink if you can manage to get a couple seconds, and Don’t give them that window to instagib your warrior down. Once the priest starts getting low on mana, he’ll shadowfiend, and try to kite it, but be very careful about how far away you go, and where you go while kiting. You don’t want to round a pillar and cut off your warrior’s intervene path and give them a window to quickly burst him down.
Notes: -Watch the priest and his dispels. A priest that sits there chain dispelling your warrior while the warlock nukes him is very dangerous, because even chain blooming lifeblooms is not enough to keep him alive. If you see that the priest is sitting there slamming dispel, have your warrior retreat until you get him back to full.
Mage/Warlock No mortal strike debuff. This team can be tricky at first if you're caught off guard, but this combo is pretty easy once you get the hang of it. This will be a long match, because of just how long a frost mage/Sl warlock can survive, but it should be easy enough. You're going to be going in and out of LOS the entire fight avoiding fears, and like all double dps fights, your warrior is going to be going shield/spell reflect/pillar kiting at the drop of a hat if he even thinks anything is going wrong. Your warrior is going to attack the warlock, it's much easier to kill than the frost mage and it prevents fears. They will either attack you or your warrior(duh)
They go for you: This should be easy enough if you stick close to a pillar, and have your warrior Hamstring everything. You can LOS everything the mage throws at you, as well as avoiding all the fears. Your hots should be more than enough to keep you alive, as they have no purge or dispel (8 second dispel from felhunter, and mages can spellsteal, but if they do it runs them oom super fast and you can win). Your warrior will be poly'ed a lot, but when he's not, hes decimating the warlock/applying the hamstrings. It will be a long match, and watch out for the mana drains. You're going to have to stay alive a long time, but they have no real way to burst you down as long as you constantly shift out of the shatter combo. The danger here is getting to around 70%, then eating a counterspell-silence, then a spell lock silence, while the mage spell-steals all your hots/NS and being bursted down. As long as you're running around the pillar, you should be able to survive with relative easy. Eventually, the warlock will die from your warrior beating on him, and you'll win. Going for the Mage generally won't work. Double Iceblock, Frost bite, frost nova, and he can spell steal your hots if he needs to. It's much easier to kill the warlock, and it prevents his fears.
If they go for the warrior: This can be easy enough, but it can get really scary when they fear->counterspell-Spell-lock combo and try to burst down your warrior. You need to be next to a pillar the entire match, giving yourself room to LOS fears easily and giving your warrior a good escape option via intervene. Keep a full set of triple lifebloom rolling at all times, and rejuv when he's below 80%. Watch the spellsteals, if he does use them it'll require you to keep hotting constantly, but it will drain his mana very, very fast. Your warrior needs to be on the ball here, watching for pummels on the fears, and if he sees that you do get feared, he needs to go shield/spell reflecting and intervene to you where he can then pillar dance until your get out of their CC and bring him back to full. When he sees the mage pull out the elemental, he has to make sure that he's not going to be vulnerable to a burst, and do his best to kill it without putting himself in a bad situation (intercepting the pet will put him across the map from you, for example). Again, the danger here is a deathcoil/fear/spell lock/counterspell combo in which they can burst down your warrior. But, as long as you have your hots rolling on him when they start it, your warrior should be able to survive long enough via pillar kiting until you get him back to full. The warlock will die soon enough, and you can take your points.
Notes: When the shadow sight spawns, your warrior needs to pick it up (If they're attacking you). This will prevent him from getting Sheeped so he can continuously beat on that warlock. Your warrior needs to kill the Water Elemental. This prevents the ranged shatter combos that will kill you.
Paladin/Warrior This team is the reason why Druids freak out whenever they see a paladin light up green. (Flash of Green=Seal of Justice). The warrior will have freedom, you will have justice, and you will get barreled into. The key here is that Paladins can’t cast on the move, and they are oh-so-easy to lockdown.
Stick your warrior on their warrior, and hamstring both targets as much as possible. Try to get some Cyclones in, but you most likely won’t, between pummel/mace stun/JoJ stun/hammer stun. At the start of the fight, stay stealthed and get to max range on the warrior/pld. Pop out, hot up warrior, and start running. As soon as either of them see you, they’ll come sprinting towards you. The warrior will eventually intercept you, and when he does, have your warrior intercept his warrior. Stay as far away from the paladin as long as you can, but eventually he’ll catch you when you’re intercepted and get the Justice on you. When he does, he’s going to stay on you meleeing you to reapply it and making sure you don’t get away, with the warrior having freedom. Get to a pillar, and do your best to pillar kite the warrior. With 3x Lifebloom+Rejuv+swiftmend, you can usually outheal the warriors damage, so don’t worry to much about it. Hamstring liberally, and root the warrior with NG when freedom ends, if you can.
The paladin chasing you is both good and bad, because while it makes it a lot harder to get away, it also means that their warrior won’t be getting healed. Eventually their warrior will get low(40-50%), and when he does, have your warrior fear while you cyclone the paladin. (reason to fear is to get the warrior off you for a second so your cyclone isn’t pummeled. The Paladin will usually trinket the fear, but the incoming cyclone will make him cry. (If he bubbles the fear, Cyclone the warrior so he can’t get healed. When the paladin is out of bubble, cyclone him). Keep the paladin locked out, because now is the time to go for a kill. Pop Deathwish/Trinkets/cooldowns, and finish off that warrior. If he lives and gets healed, go back to kiting and try again when the warrior gets low again, this time, the paladin won’t have bubble or trinket, and it should be easy enough to lock him out and kill the warrior again. We find what happens is that we either kill the warrior in a couple times of getting him low +finishing off via lockouts, or I run out of mana from keeping the full hots on me.
Notes: -Save disarm for when you’re getting low on health (if you can, do it when theres 2-3 seconds left on the MS debuff), it can buy you 5-10 seconds in which u can rehot up. -If you can manage to get away from the paladin and warrior, consider going cat form to stealth away and get to a safe spot to drink. -Bear form is a doubled edge blade. You’ll take a lot less damage, but odds are the warrior will be right on top of you the entire time, and shifting takes a lot of mana. Most warriors will just build rage when you’re in bear and wait for you to pop out, so when you do he unloads a heroic stike/MS/WW and basically instagibs you. Since you're moving hamstrung, the paladin can run ahead of the war and heal him, since you're moving so slowly. Also, If you drop to bear, make sure to have your warrior intercept his when you pop out so it gives you a window to get away.
Druid/Warlock This is a very long fight. Be prepared for a fight with a lot of drinking, several innervates, and a lot of “OMFG 1% AND HE GOT HEALED TO FULL %$!!%$!!$@!$@”, on both sides. The Warlock is just be dotting your warrior up and following you around while draining you whenever he gets a split second of LOS. The key here is to run the druid oom, or kill the pets. If you can finish off the warlocks pets, you can win because he now is taking a ton of damage keeping you in combat, so you can drink freely. As long as you kill both pets, you could be at like 10% mana with the other druid at 100%, and you will still win pretty easily.
The warlock will usually start with a felhunter. They die pretty easily, and its critical that you kill it. Start on the felhunter, and fully sunder it up. The Druid will not be able to heal through the damage without costing him a ton of mana, so if he heals it, you have the advantage because he spends so much mana, and if he doesn’t, the felhunter dies and then you’re free to hot. If he pulls out another felhunter, go for it again and kill it. Most warlocks, however, will pull out the voidwalker when the first felhunter dies. Now, Voidwalkers are very hard to kill, so don’t bother going for it without softening it first via soul link damage. Once the felhunter is dead and the VW is out, have your warrior sit on the warlock and fully sunder him up. He’s going to get rooted/cycloned nonstop, but casting cyclone is 200 mana each time, and with hamstring he can generally still attack the warlock while in roots, so its bearable. The warlock will be taking a considerable amount of damage, even with Soul Link, and with 5 sunders the warlock is going to be taking enough damage that their druid won’t have time to drink very often, and you can root the voidwalker and drink whenever you need to. Pillar hump the warlock to avoid getting drained, it should be easy enough with hamstring on him.
Keep pounding away at the warlock, the druid will drink every so often, this is ok. Keep at the warlock, and watch the pets health. As soon as the pet gets to around 65% health, have your warrior start building rage. When he reaches a lot of rage(70+), have him go to the druid, run towards the druid to fear him(or if the druid runs away, that’s fine. DON’T INTERCEPT HIM), then intercept the pet. Go around the pillar, Faeire fire the pet to reduce armor, and have your warrior unload his rage while he pops all his cooldowns. Cyclone the druid, keep him locked up, and pillar kite with the pet against the druid if you can’t get LOS on him to cyclone him. Eat mana drains if you have to, the goal here is to have the pet die. If you have the extra mana, you can throw in some wrath/MF spam to help your warrior. If the pet dies, it’s basically gg. If the pet gets healed, go back to the warlock, and try to get the pet’s health down low again for another try. If you get oom’ed, you can pretty much survive for a very long time on just lifebloom’ed mana regen. If you’re really really oom and low on health, you both can pillar hump for a while until you regen enough to go back on the offensive. Eventually one of the druids will go oom, or the pet will die, and you’ll win.
Notes: -Taunt works on warlock pets. Your warrior can taunt the pet, and the pet will stay on the warrior until the warlock manually resends it back on you. This can buy you a lot of time that you can drink. (NE's can shadowmeld, in which case he wont be able to target you at all, and you can drink nearly to full.) -Some good Warlocks will start with a voidwalker at the start. If he does, then like always you need to kill it twice. Sunder lock and pull pet out of Los like always, just this time you need to do it twice. -Soul link is not active when the pet is banished or cyclone. When you see their druid start running off to drink, tell your warrior and cyclone the pet(if its a voidwalker). The warlock will take a ton of damage and force the druid to come back so he can’t drink for more than a tick. -Fel domintion only lasts about 15 seconds. If you can delay him from casting it for 15 seconds, you can win because he won’t be able to get a 2nd pet out. If your warrior has good ping, he can watch for the warlock’s to pop Fed Dom, then he can fear the warlock. Watch for the trinket, if he does, your warrior can then pummel the cast if he gets lucky. A Cyclone/Cyclone/Cyclone/bash after the fear (or pummel) will then be long enough for the buff to fall off. It’s rare that you can stop the .5 second cast, but when it happens and you prevent the Summon…it’s amazing. -Keep Faerie fire up on both the lock and the druid(if hes a NE). The –armor helps your warrior hit harder and prevents shadowmeld on the druid. -If you see its lock/healer, they may try to do a hard summoned voidwalker right off the bat. So if you see this, have your warrior charge in quickly and stop it, as trying to kill two VWs in a game is much harder than just killing one. -The Warlock may try to resummon their pet via 1/2 cast Focus proc for a 3 second summon. When he goes all sparkly, it means he got one. Keep him cycloned while he has the proc active. -Bear form prevents mana drain. So, if you two are both at full health you can go bear and use feral charge to help your warrior stick on the lock/prevent casts, and this way you won’t be in danger of the lock getting LOS for a second to get a drain off. The danger is getting to low health and then they’re right on you, and when you shift out you get bashed/feared/drained, and since you have to heal, you lose a ton of mana because you have to eat the drains to heal yourself while you’re in caster form, in their LOS.
Paladin/Warlock This match is similar to Druid/Lock, but your warrior isn’t getting CC’ed nearly as much, but the paladin can Bop and justice you. This match is easier than than Druid/Lock, but still can be a bit of a struggle if the paladin is in tier 6. The fight will be very long, but it will be easier to kill the pet than druid/lock because the paladin needs to stand still to cast and can be LOS’ed much easier. Also, the lack of roots or cyclone means your warrior will be on the lock constantly, but freedom means the warlock can move freely as well.
The Fight will start with the lock having a Felhunter out, sometimes warlocks will attempt to get behind the pillar and summon a VW right off the bat, if you see him doing it you need to charge right in there and stop it. Kill the felhunter first, it’s your first target. Stack sunders on it, and just go to town. Most warlocks will attempt to follow you around to drain you. Stay behind pillars to avoid the los for a drain. If he gives up and goes after the warrior, stay behind the pillar, and cyclone the warlock when you have to come out to heal the warrior (If the warlock is nuking your warrior as his main priority, your hots can heal through it. Remember to stay at max range and keep a CLOSE eye on the warlock, if he starts coming towards you, you need to run and stay at range, because he’s going to try to get a drain off. When he turns back at the warrior, you can then run back and keep hotting.)
Once the felhunter is down, he will pull out a voidwalker(just like druid/lock). (if he doesn’t and pulls out a Fel hunter, Stack the sunders and kill it again, and you win) Going for the Voidwalker Straight up is a bad idea, you need to get it to 60%ish via soul link damage, then go for a kill on it. Los the Lock, popping in and out for hots, and eventually the VW will get low. When it gets to 60% ish, have your warrior intercept the pet, and pop Death Wish+trinket. You then pop out of LOS, and start CCing the paladin. You will get mana drained, but if the pet dies, you’ll win. With 3x cyclone+feral charge, you can usually kill the pet. If you use feral charge, start heading for a pillar once you use it so you can LOS the paladin to keep him from healing the pet. If the pet still isn’t dead by the end of the cyclone/feral charge, you should be near a pillar so you can pillar kite against the paladin to prevent him from healing the pet. (If the warlock hasn’t called it back by now). Once the pet dies, you basically win. If the pet doesn’t die and gets healed, simply try again later when Soul Link damage gets the pet low again.
Notes: -The Warlock may try to resummon their pet via 1/2 cast Focus proc for a 3 second summon. When he goes all sparkly, it means he got one. Keep him cycloned while he has the proc active. -Taunt works on warlock pets. Your warrior can taunt the pet, and the pet will stay on the warrior until the warlock manually resends it back on you. This can buy you a lot of time that you can drink. (NE's can shadowmeld, in which case he wont be able to target you at all, and you can drink nearly to full.) -Sometimes they may Hammer you/Stun you, and Bop the Warlock so he can resummon. This sucks. Do your best to save your trinket for when gets bop’ed, because your warrior CAN’T fear him when he’s bop’ed. Use NS-cyclone on the warlock if you have to. (Usually I save it for this in the end-game, because NS is on the same cooldown as BoP) - Like Druid/Lock,Some good Warlocks will start with a voidwalker at the start. If he does, then like always you need to kill it twice. Sunder lock and pull pet out of Los like always, just this time you need to do it twice.
Holy Priest/Warrior You have the advantage here, but if they get some mana burns off on you they can win. Your warrior will sit on their priest, this will prevent mana burns on you, but it will also force their warrior to either go on you, or sit on your warrior and feed him rage. (when he isn’t being rooted or cyclone, which should be for 90% of the fight.) The warriors will charge each other, when they do, get to max range, faerie fire their warrior(more dps) and lifebloom yours. As soon as your warrior can, he needs to intercept the priest and get on him. Their warrior will then either turn to you, or go after your warrior.
If he sticks on your warrior(Most will): This is tricky because you need to make sure you’re always as far away as you can to be able to LOS burns, but making sure that you’re always in LOS to heal your warrior. You need to keep a very close on the priest, like always, to make sure he isn’t dispelling your warrior’s hots. Do your best to make sure the other warrior is on lockdown, cycloning/rooting him nonstop to give your warrior as much time alone with the priest as possible. If the Priest is dispelling your warrior, it’s costing him mana, but if your warrior ever gets to around 50%, he needs to shield up until you bring him back to full, because a chastise->fear(from either either priest or warrior) combo can sometimes give them enough time to finish off your warrior. Because the warrior is on your warrior, you should be able to CC him easily, but be mindful of the priest to prevent eating a mana burn. (/wave pwyff ) Eventually, the priest will go oom from staying alive, then you can finish them off.
If he goes to you(very rare) Survive. The Warrior will not be able to kill you before your warrior kills their priest. You should have no trouble escaping a warrior, but if he gets really lucky with stuns and gets your low, a timely intercept/intervene +disarm from your warrior will save you. You likely won’t be able to CC him as much, but since the warrior will be on the other side of a pillar from you, he's being controlled just as well as if he was rooted/cycloned.
Notes: -Rank 1 MF/Faerie Fire on the rooted warrior to give your roots dispel fodder that the priest has to dispel through. Do your best to stay far away and next to a pillar to give yourself both LOS breaking and your warrior an escape option via intervene.
Holy Priest/Rogue This match is fun because you get to play the game “How much did my warrior just crit that rogue for?”. LOS the burns, and Have your warrior sit on the rogue and shove his weapon down the rogue’s throat. This fight is generally easy, but can turn very bad if the priest mana burns you. Have the warrior start on the priest, and when the rogue pops out on your warrior, get to max range, then abolish/hot the warrior. Whenever you get feared, your warrior may need to switch to the priest to stop the mana burns via pummel or mace stun. The Rogue will either stay on the warrior, or jet straight for you, depending on the other team’s playstyle.
They Play conservative (Go for the warrior) (Standard play): The Priest will be following you around nonstop, trying to get the game-tipping fear--mana burn mana burn--chastise mana burn combo off. The key here is abolish poison on the warrior, and keeping a VERY close eye on the priest to see if he’s dispelling the abolishes/hots off the warrior. Your warrior needs to keep the priest hamstrung whenever he can, you can do this easily by intervening to you, (since the priest will be closer to you) hamstringing him, then intercepting back to the rogue. With Hamstring on the priest, you should be able to stay far away from him/Losing his burns while keeping hots/abolish on your warrior pretty easily. The only real “danger” here is eating a fear--blind--sap combo and having them both finish off your warrior, so you two need to be very away of what’s going on. If you get feared, and the warrior sees the priest start attacking him instead of mana burning you, he needs to shield/spell reflect and start pillar kiting. A bigger sign that they’re about to burn you down will be that the rogue will start running after you when you get feared, this is because he’s trying to get off a blind/sap combo on you. Once the Priest goes oom from healing the rogue, you win. The biggest thing for you here is to WATCH THE PRIEST’S DISPELS, making sure than you keep abolish up at all times, a 5x stacked wound poison can be very, very bad.
They Play Aggressive(Go for you): The Priest will be following you around nonstop slamming dispel and trying to mana burn while the rogue unloads all his cooldowns into you in hopes of getting mace stuns and burning you down. Your warrior is Sitting on the rogue (Making sure to ALWAYS keep 10 rage up for a piercing howl in case the rogue sprints or vanishes so you can get away, and keeping hamstring on both the rogue and the priest. Unless they proc a lot of lucky mace stuns, you should be able to get away with hamstring on both the rogue and priest. Watch the mana burns here, the priest will sometimes try to chain mana burn while the rogue keeps you locked up. Pillar kiting here is very dangerous as well, because you either have to run into the rogue to get stunlocked, or the priest to get feared/mana burned. This is a fight where you want to stay at max range from the rogue/priest as much as possible, and popping out at max range in the beginning really helps. If the rogue catches you with the priest about to catch up to you to fear you, you can have your warrior intercept/hamstring the priest, the intervene back to you to buy yourself extra 2-5 seconds before the priest gets close enough to fear you. The Priest will go oom soon enough because of how much damage you warrior is ramming into the rogue, then simply finish them off for a win.
Notes: -Evasion means your warrior is hitting the rogue every 5 seconds. Usually they will pop evasion when they feel they need to get heals, so when he pops evasion, have the warrior call it out, and cyclone the priest. (unless they're on you, then you're generally to busy running away. He can switch to the priest here to build rage.) Adrenoline rush is a scary thing, an AR rogue can rip your warrior apart. When he blows AR, your warrior needs to call it and swich to the priest, while you cyclone the rogue. When AR is over, switch back. (Again, if they're aggressive, you're to busy to cyclone, so your warrior can continue to beat on the rogue since the rogue isn't targeting the warrior) -Keep Faerie fire on the Rogue, it reduces his armor and means he has to use cloak to vanish. -Pick up Shadow Sight, it prevents the blind/sap combos that can kill your warrior. -10 rage at all times to Piercing howl the rogue out of vanishes/sprints.
Druid/Rogue Those poor Rogues. You have the advantage here, but you need to be very careful about your warriors health, a very well timed Blind+sap combo can give them the time they need to quickly burst down your warrior. Your warrior needs to be on the rogue. The start of the fight will seem like it is in their favor as their rogue will blow all his cooldowns, but once you get past the first 2 minutes and the rogue runs out, it’s like shooting fish in a barrel, so don't get discouraged if you seem to be behind during the middle of the match.
If the Rogue is on your warrior (most Fights) -Keep Abolish up on the warrior to prevent the wounds from stacking, and 3xlifebloom/rejuv should be more than enough to heal through the rogue. The other team is at a huge disadvantage here, not only is your warrior doing a lot more damage than the rogue, but the other druid has to heal through the mortal strike debuff. -When the rogue blows Evasion/Adrenaline rush, you can cyclone/root the rogue and have the warrior switch to the druid. Reason being is that with evasion up, he won’t be doing much damage to the rogue, and with AR up, the rogue will be outdamaging your warrior, so you can maximize the your damage/their damage ratio by switching. Also, if you catch the druid in caster form, it will cost mana to get him to heal himself. When the Rogue’s cooldown is over, swich back. -Cyclone the other druid whenever you can. This puts the other druid behind on healing, and forces him to use even more mana to catch up and top off his rogue. If you get cycloned and your warrior is under 70%, tell him and have him put a shield on, you don’t want them getting lucky and finishing off your warrior in a cyclone/cyclone/cyclone/bash/sap combo.
If The Rogue is on you(Rare): Easy. With your warriors help, you can easily get away from a rogue. Hamstring on the rogue, and pillar kite the rogue to keep him on the other side of the pillar. If he catches you, you can feral charge their druid to get some distance. Sinec the rogue is facing away from your warrior, he isn’t dodging or parrying, so he’s eating the broad side of the mace the entire game.
Eventually, The Druid will go oom from keeping the rogue alive, or your warrior will catch some crits and 3-shot the rogue, and you will collect your points.
Priest/Hunter This fight can seem tough at first, but once you get the hang of it, it’s quite an easy match. The key to this fight is bear form, and the fact that when in bear, you cannot be burned nor drained, the hunter can’t do much damage to a bear or a plate-wearing warrior, and bear form can eat the freezing traps allowing your warrior to stay on the hunter nonstop.
Most people really love to go for the pet, and while it is a tempting target, it’s often fruitless as most hunters can revive it in 4 seconds, and it allows the hunter to lay a beatdown on you from far away. Your warrior can be on the hunter, and you need to support him on the target. We usually have the warrior on the hunter, while I chase after the priest to prevent drinks. Every so often, you need to feral charge the hunter, beause when he gets low/trap comes off cooldown he will try to do his scatter->freezing trap. When he does, you need to get right on top of it and eat it so that way your warrior can stay on the hunter. So every so often swich back to the hunter so you can be ready for his freezing traps. Remember, since the pet is on you, the poison will break the freezing trap immediately. If the hunter switches to a frost trap, then feral charge and hamstring is usually more than enough that you two can stay with him. The priest will be constantly trying to drink, so do your best to stay on him in bear form while preventing the hunter’s freezing traps. When the Hunter is at around full health, you should be trying to be on the priest and attacking him/keeping him in combat, and when the hunter gets low(50-60%), feral charge back to the hunter so you can try to eat the freezing trap.
Whenever you need to heal, get behind a pillar, then pop out. If the priest is close to you, your warrior can intercept him to stop him from getting to you. Hot yourself, then hot your warrior, and pop right back in to bear form. The priest will eventually go oom quickly, because he’s having to heal his hunter almost nonstop. If you want, you can switch to the priest when he gets low, because an oom priest will drop pretty fast, and it will stop him from drinking. Be careful though, if you’re both on the priest it means the hunter can nuke you because you’re no longer in his melee range, and now he can shoot you.
Notes: -Viper sting will not affect you while in bear form. So, if the hunter lands a sting on you, you can quickly shift to bear to stop the drain. However, the shift itself is mana intensive, so keep that in mind. -Switching to the pet often is a good way to drain the priest’s mana. Keeping up a 6-8k HP, zero resilience pet is very mana intensive, but it allows the hunter to nuke your warrior. So target switch often to keep the priest guessing and burning mana.
Druid/Warrior The Dreaded Mirror. You need to be very, very on the ball with target switching, denying the other druid drinking time while you maximize your time. Your warrior will be chasing their druid as much as he can, while switching back to their warrior whenever the other druid is firmly planted on the other side of a pillar. Start the fight off with the warriors charging each other, and once they do, pop out next to a pillar, and Faerie fire the other warrior, and hot your own, then drink. You’ll spend some mana, but the hots will keep him topped off and you can drink back to full quickly. Once the other druid pops, your warrior needs to switch to him. The Warrior should continue to beat on the other druid, but he needs your help. Hibernate the other druid, cyclone him, Feral Charge, Bash him, help your warrior stay on the druid. No matter how much you help him, until the other druid gets low on mana, he will almost always get away. So, when he does, you switch. You run after the other druid to stop him from drinking, and your warrior goes to his warrior. So, do your best to ditch that other warrior while you chase the other druid. While you’re chasing after the other druid, hot your warrior so you can make sure he's going be ok. Because your warrior is beating on his warrior, the other warrior will usually turn on your warrior after you get away, which is why you pre-hot him. Rank 1 MF the other druid and cyclone him while your warrior is beating on his warrior. After your cyclone finishes, your warrior should still be at a decent health, while the other druid’s warrior is low. Now, run away and drink and have your warrior put a shield on while you drink, and have your warrior on their druid to prevent a drink. Their druid will be to busy trying to save his warrior to chase after you, and you will get a drink off and be beating them in the mana war. After you finish drinking, your warrior switches back to their druid and the dance continues.
If you get low (50% health, your warrior needs to come back and help you via intervene/disarm. If the disarm fails, he can spam hamstring to hopefully proc an imp hamstring/mace stun so you can get away. This fight is all about switching targets. When the other druid gets away from your war, you chase after him to stop his drink, and your warrior beats on their warrior to force him to come back. This fight can go extremely long on Nagrand arena because of the pillars everywhere. Be prepared. Notes: Catching the other druid in a hibernate is awesome. A hibernate/Cyclone/Cyclone/Cyclone/Bash can sometimes give your warrior enough time to kill their warrior.
Priest/Warlock This fight is the easiest of the three main warlock teams, but with the potential to go really bad really fast via Fear->mana burn+Mana drain. You need to be very careful about positioning on this map when you shift out of bear form(if you're in bear). If you shift out and get feared, you can lose about 5-8k mana in about 5 seconds. So be very careful about your positioning when/if you shift to bear form.
Priests are very easy to go after and keep controlled, so unlike druid/lock and pld/lock where you attempt to kill the pets/lock, here you just go after the priest and make him go oom from taking damage. They really don’t have a way to keep your warrior off the priest, so as long as you keep him alive it shouldn’t take to long before you run the priest oom. The only real danger here is having your warrior get low and then you get feared/spell-locked, and the warlock/priests nuking and finishing off your warrior. So, make sure your warrior is aware of his health and is quick to put up a shield/spell reflect/intervene if he sees himself get low, and you have to be aware if the priest is dispelling your hots when you try to heal him to see whether you should rejuv/lifebloom or lifebloom spam.
The warlock will be doing one of 2 different things, either DPSing your warrior or draining you. If he is on you, just pillar hump him so he can’t land the drains while your warrior beats down on the priest. Make sure to pop out and hot whenever he gets to 60-80%, cycloning the warlock when you go to heal your warrior so you have time to hot him and get back to a pillar without getting drained. Eventually the priest will go oom (usually far before you), then you can just kill them for a win.
If he is nuking your warrior, it is your job to stay as far away from the warlock as possible while healing your warrior. Stay at max range, because sometimes the warlocks will do a nuke on your warrior, then proceed to walk over to you and get a drain off because you’re out in the open healing. So, keep a very, very close eye on the warlock and watch when he trys to go towards you, and run away while hotting the warrior. The warlock will be feeding your warrior rage when hes nuking, so while you’re spending more mana to heal the warrior, the priest is using much more to keep himself alive. The match will be shorter, but you should still force their priest oom faster than you do, and then you get your victory.
Notes: When the shadowfiend pops, kite it around if it’s on you. Tell your warrior to go shield so he doesn’t take to much damage so you don’t have to worry about healing him, and kite till the thing dies. Every hit it lands on you prolongs the match, so do your best. If you fall behind, they really have no way of killing you, because sl locks do so little damage. So don’t get discouraged if they get a huge mana lead on you via mana burns, because even when you’re oom you can live for a long time on the mp/5 ->lifeblooms and can squeak out a win.
Shaman/Warrior You have the big advantage here, but they can get lucky with some WF/Heroism crits and actually manage to gib one of you down. You should be on that other warrior nonstop with the CC, you can rotate roots and cyclone almost endlessly, so that other warrior should be controlled the entire fight. Make sure to pop totems with rank 1 MF, but don't put yourself in a compromising position just to pop a totem. Keep the Warrior CC'ed, and do your best to stay alive. The amount of burst that a WF'ed warrior+NSCL resto shaman can put out is decent, so if your warrior ever gets to around 50%, he needs to put on a shield to eliminate the gib from a lucky WF proc. You have a big advantage here, you should be able to out mana the shaman soon enough, and collect your points.
Druid/Hunter *This is added by Compensating, so it's more from the Warrior POV, but hopefully it helps (DA never put in a strat against Druid/Hunter)
While DA actually didn't agree with me on how to do this, we never really played against druid/hunter when we were together on 2s. DA would say to sit on hunter pet mostly, but I never really found this to work against good druid/hunters. So the strategy I have stuck to is a targeting priority of Druid>Pet>Hunter. Basically the warrior tries to stay on druid as much as possible (to reduce cc) with your druid in bearform 90% of the game, helping you stay with the druid/hunter druid. Games can go forever, and if your druid ever gets low on mana, just sit on the pet/hunter and get your druid drink time. Eventually you will get lucky and their druid will die, or you will run him oom since you're both trying to sit on him.
Really the key to winning this game is little tricks and being as efficient as possible, here is a brief list of tricks:
SR (Spell Reflecting) Traps and Nature's Grasp (along with the obvious cyclones when you can)
Intervening your druid to get better position, hopefully to get you in intercept range of their druid.
Taunting the hunter pet to get poisons on you. I use all my taunts against this team because with a poison on me I'm immune to scatter and trap. Note: The best time to Taunt a pet is when he has been away from your druid for longer than 5 secs, because then you know the poisons isn't on Cooldown and he will immediately apply poison.
Use your longer taunts (mocking and shout) when you get in a 10 sec entangle so that you can attack the pet in the meantime. This will also get poisons applied to you as described above.
Druid in Bear form eating Traps and helping the warrior stay on druid by charging entangles or cyclone. Also, cyclone the druid if your warrior gets cycloned (or hibernate if possible)
After a few games as druid/War trying to sit on the druid in druid/hunter your team will become a lot better at coordinating feral charges/cyclones/intercepts/charges/intervening/pummels/etc. Becoming better at this will actually make you a lot better at mirrors, where its a little more intense. Basically your druid will become a lot better at understanding when the warrior needs help to get to hit target.
Lastly, if the druid clean gets away, just do a quick swap to the pet (who I often attack when their druid hits bear form) to bring the druid back.
If you have no other options just attack the hunter, to make him need heals and hopefully bring the druid back.
That's all I can think of ATM, gl. ~Compensating
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Well, that about covers it. Any other combo you should be able to figure out, but if you have trouble with a certain combo that I havn't written down, you can ask here or on my Server. Druid/war is a very fun combo, and it's a lot harder than so many other people would like to believe. (Hi Holy Priest/Rogue 2v2 teams that destroy double dps teams!)
The ultimate idea is to learn something new every match. Every time you lose (or win), analyze what happened. Whenever we lose, we look for a lesson to learn about what happened, why we lost. If we can learn a lesson on how to play a matchup for 30 points, it's a trade i'll make every time. So, Best of luck, have fun, and make sure to cyclone a paladin!
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Again, Pwyff (2300+ Uber Druid of handsomeness) wrote his own writeup on the druid/war 2v2s, so if you have any more questions or would like more tips, Go read his blog! Not only does he have awesome advice, but his reads are quite enjoyable. You may find that his playstyle also works better for you than mine, so go read his writeups! http://www.gameriot.com/blogs/the-ooglar
If you liked this guide, help keep it alive by replying to it or bumping it to keep it on the first page! Thanks!
(Created by Cottonmouthfrom the euro serverLaughing Skul)
Intro: This post is some of thoughts on how to play Arathi Basin battlegrounds. PvP never been so popular before 2.0.1 patch. Sometimes I get so frustrated about how people play this game and it's a bit late at that point to try to tell them they are a bit clueless and usually it leads to non constructive flame in battlegrounds chat which is pointless. So I decided to write down my thoughts and post them here.
Seconds that rule the game Even if you played since American closed beta, you might think that Arathi basin is a game about running around and killing each other. Let me tell you: you are wrong, this game is all about the flags, just like battlefield 1942 which I happened to play a lot. Killing opponents there is to distract you from main goal of the game. Also you might think that it is a pretty long filled with action game, if it is so - you are wrong again. This game only consists of a 10 second frame of time when someone tags the flag and another 50 seconds when nobody tags it back. Those are the moments of the game everything else there is just to fill gaps and to make those 10 seconds possible.
Hold 3 (now defend) You can pretty often see a message by someone "skilled": "hold 3 and we win" Let me tell you one thing - 3 node game is 30 minutes if you manage to hold them all the time not tagged by enemy a single time. On other hand 4 nodes on same conditions is only 10 minutes when 5 nodes is 1 minute game. That's why premades always go for 5:0. And it is always a good idea to tag more, while defending what you have. Usually it is pretty enough to have one person guarding node when everyone in team is aware/reporting where enemy is, and in what amounts and other members are fast enough to react and support where it's needed. Hint: needed is usually right away. You are given a 15 persons team which is a lot of resources to attack and defend.
To kill or not to kill
So you see enemy on a halfway between your node and enemy node, and you have a good chance of surviving while killing him. Will you kill him? 99 times of 100 people go for kill. What's more important is were you going to attack that enemy node or were you defending your node. Returning to seconds that rule this game - there is another one "a 30 seconds spawn timer". Let's say you were attacking that node and killed enemy but he managed to reduce your hp by a fair amount and forced you to use some cooldowns. You bandaged/had some food/got healed and moved on while he is already fresh (full hp/full mana), fully aware of your intentions to tag his node and most probably he notified his teammates of your intentions and numbers. So now you approach his flag but he is there and his teammates are coming. Was that kill worth it? On other hand when you see a big group incoming to your flag it is best to force them to unmount and fight as far away from your flag as possible just to get them busy and to reduce their numbers/mana/cooldowns before they reach your flag, while informing your team of their presence/direction, and amount and a cherry on top - classes. It is very important to always have a person watching the flag because 10 seconds to tag it - is a very small window and if you miss it you might not be able to get it back in 50 seconds while you can't respawn on this node already.
TAG ffs!!! I already told before that this whole game is about tagging flags and not letting enemy to tag it. So whatever you do inside arathi basin should be based on what goal you are reaching now "tagging" or "not letting tag" if your actions do not fit this goals - you probably playing your own game which is not a subject here. For example you can just ride along having 2-3 enemies on your tail simple as. You are not killing/healing anything and not getting killed. But you are kiting 2-3 enemies around which prevents them from tagging. Or you might ride in circles around poorly defended but not soloable for you flag to get enemies attention. They might decide to leave their spot to try to kill you. That gives your teammates a good opportunity to tag. Which in turn prevents enemies from spawning here. When you attack a good defended node - the longer you fight there and the more you kill there - the worse are your chances to tag it, because enemies will just respawn. 30 seconds respawn time works for you when you defend and against you when you attack. So whatever you do - watch the flag. If you attack try to get all the enemies turned away from flag if you are already engaged in fight. If you are not yet - try to tag it. Chances are that nobody will notice you. The thought "ah.. I'm owning that sucker" forces most players to focus on the killing and not on flags. If you are defending - always watch the flag. Try to position enemy far away from the flag so even if you die he has to run to the flag - that gives you precious seconds.
One of the best moments to cap is when your node get's zerged. Even if they tag yours. If you manage resources right. You still have one minute to kill them all on your node and they will not spawn there and at the same time they will not spawn on node you taged. So if you manage to defend new tagged one and clean up where you were kicked off you are on top and now have one more node to defend.
Positioning. Positioning is even more important when you are solo defending/watching the flag. If you are not a pet class/iceblock mage/bubbleboy and you stand next to flag - you are in a bad position. Since 2.0.1 crowd control effects don't last longer than 12 seconds, but standing next to flag solo - you give rogues best chances to tag. (unless you are a pet clas/ice block mage/paladin) they just sap you tag the flag and go back to stealth and now you can't get flag back and you don't see the rogue. Seduce/sheep - are pretty much the same in terms that they let attacker tag and after that you still can't get flag back until you kill them. There are not that much positions where you can hide but you can try. Your position should give you enough time to call for support and delay attackers. If you were not killed for a while, you probably don't have a "resurrection on corpse spot delay". So if flag is in danger and you just died defending it, but you know help is close, it's well worth a try to run to corpse and not wait for ghost res only because 10 seconds is so not much time to tag flag. And you can prevent taging one more time, while help is on the way. Life is cheap and honor gain was nerfed. That's why when you attack and kill before you tag collect insignias always. One second to shift-right-click corpse but saves you from being stabbed while you tag the flag.
Be aware Whatever you do in AB you should remember of your goals (tag/prevent tagging) and those seconds that rule the game (10 sec tag, 50 sec vulnerable to backtagging and 30 seconds spawn time). You should always know where and how many enemies there are. Checking map often helps a lot. For example if you see a lonely dot at a friendly flag rapidly moving It might be dying to defend a flag but for some reason didn't report an attack. Or you can see a flag that is not guarded. Checking score list before the game is a lot of help as well. If you came to defend a node and there is much less enemies than your teammates you should think of where the hell is all other enemies. It is ridiculous some time how the wish to kill enemy blinds people. Full team of horde might wait for the moment that paladins bubble runs out to kill him when his full team rushes to horde's other node and succeeds in caping it because every horde player was waiting for the bubble to run off. Be aware. If there is no enemy here - he is somewhere else trying to fulfill his goals. Pay attention to raid chat and inform others it is the key.
This post is subject to change.
p.s. never kill oom paladin
"Buffs and how to use them" speaking of normal buffs - you got enough time at the start of battle to buff everything around. Cheapest buffs are paladin ones. I have a paladin myself, cos they pissed me off too much. I usually buffed alot in battlegrounds as a paladin (it is really damn cheap) but rarely got any buffs from paladins back.. so i buffed them back with salvation. So you know it. What i wanted to say is it is always good to buff people around at the start at least. First blood and how it is spiled decides alot. In battlefield 1942 tournaments - first minute of the match was actual win or loose.. all else is just waiting for the fact to happen. So if you can help your team a bit - please do. Never say "water pls" mages hate it. if they don't - they are not mages. And no, it is not polite. It is more like "heal ffs".
There are temporal buffs spread on the map: sprint, rejuvination and berzerker. They are not there for you just to grab. especcially berzerker buff on your own node. So if you just spawned and plan to go somwhere it is not a good idea to grab it and run away. Most probably the guy who watches for this node and positioned himself so he can grab the buff and kill a single attacker fast counts on it. Please mind how you are using that buff to ride around with glowing arms. it does not really help. Same goes for rejuvination thingie. If there is someone seriously hurt or oom let him take it. even point it to him. althou i prefer to die if situation allows and respawn fresh.
"30 second teleport" I wanted to add another thing. If you look on the map - you can predict where all those who you kill will spawn. Hint: it is closest enemy flag. And you can also predict where you will be ported when you die. So if you are last one at Lumber mill and gone "to help" at stables or farm, while having blacksmith caped - when you die you will spawn at blacksmith. Meanwhile lumber mill can be caped. Same goes for continious zergs. Worst nodes to zerg are blacksmith and stables. Everithing killed in the middle of the map respawns at blacksmith if enemy owns it. Go and scout something else. And at stables, while ghost, you can perfectly see the flag and decide for yourself is it a corpse resurrection situation or you can wait for full hp/mana. This leads to one thing only while killing things or dying - mind where enemies/you will respawn and how it fits your goals (taging/preventing enemy from tagging)
Q u o t e: Ailawiu <> Bronzebeard Two things to add - DoTs do not interrupt flag capping. This includes Mind Flay(unless it procs blackout). If you are a priest and want to interrupt cap, while being too far away to fear - use wand. If you are a lock - don't dot, coil instead or use searing pain/fear/another fast cast. Also, if you know you are going to die and they will be capping, you can try dying somewhere around the corner so you don't lose your insignia and quickly corpse run before you get moved to other GY. There is a chance that attacker will move away for split second - or maybe you even manage to res *just* before he tags, or he is at very low hp to finish him off - letting you succesfully defend.
I had a section there about insignias and preventing caping/waiting for enemy to run off and recap but had nothing about what iterrupts caping as my post was originally not aimed at this. Good adition.
Q u o t e: Lancetfluke <> Azjol-Nerub
- If you're trying to cap a node, but there are too many defenders, go and camp their graveyard. When they spawn they will attack you instead of going for the flag, which makes it easier for your teammates to cap. (This is particularly important at the Aid Station in AV.) Corollary: if you're being camped at a graveyard, ignore the campers and run to the flag!
- If I've CC'd someone and am capping the flag, don't break the CC. The defender probably has me targeted and is mashing the keyboard so that as soon as it breaks he interrupts me.
- If there's one defender, and someone else is keeping them busy, cap the flag, don't assist.
- Attack from both sides. If a group of you is attacking LM from the south, chances are their defenders are drifting away from the flag, and may not be watching for attackers from the other side. Corollary: always fight at the flag!
- Don't fight melee classes in the water. It's like being permanently hamstrung.
- Use the terrain. If you're riding past LM, stick close to the cliff, a lookout at LM might miss you. Stand in the bushes and don't move - even though you have a big red name over your head, in a bush it gets broken up and attackers will often not see you. Goes for healers too.
- If you see a guy ramboing around solo, and you're also ramboing around solo, then just follow him instead.
General tips:
- Use CC to incapacitate healers.
- If you're a healer, and your healing, try to stay back and out of sight.
- If you're lucky enough to have someone healing (far fetched, I know) then try to keep them alive.
- AV biscuits and health pots are the best in the game, use em.
All good and solid points of wich some made it to my guide, some didn't cot they were not ab specific, like attacking cc'd ppl. got to love fat cows charging what i just sheeped to be able to cap.
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Other things
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