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by Ifrit, Level 22
Last updated at August 10, 2007, 10:12 pm
So, after we all know by now that rogues are close to useless in the
higher brackets unless playing in a yet rare 4DPS caster setup, we've
got to put up with our still existing strengths in the lower brackets.



One of those is the 2v2 bracket. Highly dominated by Warlocks there's a
chance for us, the actual counterpart to them, to also get our
opportunity to dominate somehow in return.

To accomplish that, we need a partner or more, a teammate. Now we've
got the first fundamental question: Double DPS or teaming up with a
healer?

Here I've chosen the last one since I never liked the "all or nothing"
game which might provide more fun some times, but after all requires
the better coordination and has way less margin of error.



Having that out of the way we come to the interesting part: which
healer provides the most, fits best and exposes the less weaknesses
against the different classes and setups?



There are 4 options:



Shaman | Priest | Druid | Paladin





Shaman:



Important Skills:



Instant Heal / Earth Shield / Mana-Tide Totem / Offensive Purge /
Bloodlust / Nature's Guardian / Shocks / other supporting Totems



While this list looks impressing at first, it looses a lot of its
attraction after really thinking about the counters the listed
abilities have. Nature's Guardian, the Instant Heal, Purge and the
Shocks are just good.

The first makes him really endurable, the second will save your ass
more than once when he's cc'd and it looks like you're already dead.
The third is truly powerful and has its use against almost every setup.
The last ones are plain annoying to almost any opponent you can think
of, be it as interrupt, slow or even dot.

The others are quite situational and vary from winning move to waste of
mana
. Earth Shield and Bloodlust can be devastating but are easily
purged with one click which stands in no comparison to their manacost
or cooldown.

The Mana Tide totem shares its weakness with all the other totems but
has 2 additional problems. Its effect is ridiculously eyecatching and
no good opponent will let it tick more than twice until eliminating it
and it's on a 5 minute cooldown. The other totems hold their use cause
while being killed can be directly replaced by another (exception:
Grounding Totem) or even place a selfbuff on people('s weapons).

The Grounding Totem, absorbing one dmg spell and getting destroyed or
absorbing one non-dmg spell and stand there with a 15s CD, can
be called kinda useful but it's also possible that it doesn't help you
at all since it's not that difficult to eliminate it or work around it.





Conclusion:



The Shaman himself, wearing mail and a shield, can beat the 10k ac
easily and can become a real threat to melee dps, thanks to earth
shield when not dispelled and nature's guardian (dispellable too? I'd
appreciate correct info's here).

Against casters he has blatant disadvantages though his totems and ability to interrupt casts negates this a bit.

Windfury unfortunately doesn't support the rogue that much at all as
he's got to have two different poisons up against most setups (Wound
main, Crippling off - standard) though he can drop the Wound if there
are double DPS and therefore no healers on the opposing team. [With the recent changes, WF totem only affecting a Rogue's white dmg it might be complete useless compared to GoA]

But lacking a defensive dispel except poisoncleanse (only important
against other rogues) roughly limits the amount of support he can offer
in terms of dmg (dots) as well as cc's (chill, roots, coex to name a
few).

CC's is a good call as he's also quite susceptible to them. Despite his
Insignia every 2 minutes and a 15sec cooldown totem that can easily be
bypassed by good players he just has to take them unless the teammate
prevents them.



Priest:



Important Skills:



Manaburn / 0.5s Mass Dispel / offensive+defensive dispel / Blessed
Recovery / Fear ... / many Instantcasts / Shadowfiend / Inner Fire /
Stamina & Shadow Resist



Quite different but still kinda comparable to the shaman, the priest is
kinda more offensive in some ways but also relies on selfbuffs to
protect himself, making him very vulnerable to opponents capable of
dispelling those.

Manaburn is, skilled to 2s cast, very devastating and can decide a lot
of matches for you if abused enough tough avoidable through LOS.

The Mass Dispel is outstanding as an almost instantcast and can
literally **** enemy Paladins an Frostmages though beeing mana
intensive.

The dispel itself is gold, no wonder priests are not seldom called
dispel-bots or such. Offensive as the Shaman one but double as
effective as the Paladin variant, removing two magic effects with one
dispel. The downside is that it's not affecting curses or poisonst at
all, making you vulnerable to other Rogues and Warlocks.

The Shadowfiend is okay. It sometimes has totally dumb pathing and 80%
of the time you'll see him running around doing no dmg (and returning
no mana) at all but when properly used and functioning it can give back
some 2-4k extra mana.

Everything else is..a two-edged sword. On the good side, all the buffs
and instantcasts let the priest be the 2nd most mobile healing class
which can even give it a try and have 2 or 3 seconds of drinking
between a full buff round with PW:S, Renew and PoM after putting their
mate to 100%. Shadow Prot helps a lot against the relevant opponents
and extra stamina in the Arena is just good.

On the bad side, buffs are dispellable and even with the 20% resist via
Silent Resolve they are way too easy removed and leave you very
weakened.



Conclusion:



Specced the right way a Priest can give almost every enemy a hard time.
Mana classes can be burned out in a short time and with his instants
the Priest is less vulnerable against in-cast counterspells. This also
lets him play with LoS to avoid lots of harmful casts.

The once very dangerous melee classes also lost a bit of the pressure
they put on a priest since blessed resilience/recovery were released
and given an acceptable amount of resilience.

The only real problem are dispelling classes like Shaman, other Priests
and sometimes Mages via Spellsteal who can take away every possible
defense a priest has.



Druid:



Important Skills:



Instant Heal / Loads of HoTs, protected via Talents, and even an
UA'alike counterpart / Cyclone / Roots / various forms to shift in and
out / Decurse and Abolish Poison / Innervate / Tranquility / Barkskin /
Mark of the Wild+Thorns



The ability to remove curses and poisons is quite okay. Both effects
mostly come from one class each, CoEx by Warlocks and various poisons
by Rogues. Shadowpriest Curses aren't that dangerous as well as a
Hunter's Serpent Sting while beeing able to also remove Viper Sting can
be called quite useful. Additionally Abolish Poison is a buff that
removes poisons steadily for 8 seconds.

The Hots hold their own as they're pretty powerful and as mentioned
above also protected in two ways. Sometimes a trinketed load of HoTs
can leave the druid enough spare time to get away and drink too.

Cyclone and Roots are both quite powerful. Especially used in chains
with an eye on the DR-timer they can be a real pain in the ass for your
opponents. Cyclone beeing only removable by insignias every 2 Minutes
makes him one of the, if not the most, powerful CC's out there.

Innervate is nice but can be purged if you're enemies are concentrated enough.

Tranquility is a LoS ignoring groupheal and therefore really strong. Can really save one's ass.

The different forms in the end are what truly makes the druid as good
as it is. Travelform allows fast movement, either to escape, kite or
just to get even faster away and drink something

Bearform offers mass AC to protect yourself from physical attacks and
at the same time makes you immune to manadraining effects. Also has a
Feral Charge which snares and silences if used mid-cast (when skilled)
as well as a 3-5s Stun.

Catform allows to enter the battle in Stealth and so supports the rogue
even more, keeping the enemy unsafe of what he has to expect. It also
has sprint/dash plus a stun+bleed opener.

Treeform's just plain useless in the arena.

The capability of shifting also makes druids practically immune to
sheep and at the same time let the druid remove snares and roots of
himself many many times.

The buffs are nice gimmicks but don't do much at all. A little
resistance and stats is nice, backfired dmg via thorns too..but they
aren't as important as the other abilities mentioned above.



Conclusion:



I'd consider Druids the most versatile healing class of WoW. The can
use strong CC's, have great endurance, offer top HoTS but can burstheal
you through Dmg-Spikes as well. They can give melee classes a real
tough time with their high ac in dire bear as well as the many kiting
options they have with shifting and tangle/nature's grasp and are great
in avoiding casters via LoS since they're just unbelievably mobile.

Their weak spot might be the vulnerability to Fear in any shape or form
as well as heavy focussing since shifting costs a good amount of mana
and if abused too much can leave a druid oom pretty quick.

And after all, they seem weaker against casters than priests. If
catched in the wrong moment/situation they can rapidly go down while
silenced.



Paladin:



Important Skills:



Divine Shield / Illumination / Hammer of Justice / Auras / Blessings / Holy Shock / Cleanse (Poison+Magic)



While this list seems weak it definitely is not.

The shield grants 12 seconds of free casting and immunity to everything
while removing everything (but Cyclone) when used. The exception is
Mass Dispel by Priests.

Illumination is what makes the Paladin a very endurable healer and pretty much the key to outlast opponents.

HoJ can break or make games if used properly (and not resisted of course) and is an okay CC.

The Auras don't affect rogues that much at all. ~1k AC more or less
isn't that big of a deal but the imp Conc Aura with -50%
castbar-pushback and 30% reduction to the silence duration is vastly
superior for your Pal.

Now the blessings are what supports our class the most. Freedom lets
us, if not purged, ignore just any movement impairing possible,
Sacrifice protecs the Pal from beeing sheeped, sapped, icetrapped,
blinded and what not. Protection can save games if used carefully and
all others are also good basic support, be it 15% stats or 200+ more AP.

Holy shock is the only kind of instant heal the paladin has or instant dmg, whatever may needed. It hits for a solid amount.

Beeing able to remove poisons and magic with one dispel is also very powerful.

Btw: they wear plate and a shield, hitting 15k and more AC easily.



Conclusion:



Paladins are more than else overrated. They hold their strenghts
especially against melee classes for sure and can be pretty enduring.
But they have their weak spots as well and these can be punished in
desastrous ways.

They offer almost nothing against casters. They have to stand there and
take whatever gets thrown at them. They are neither capable of playing
the LoS game much since they have to throw out direkt heals all the
time while at the same time making themselves very vulnerable to
mid-cast interrupts via Spell Lock, CS or others. Even imp. Conc
doesn't solve this.

The fact that they just have to heal through most of the time also
prevents 2 things: Drinking. And following, as simple as it may sound.
It's not that difficult for a druid or priest to follow a teammate
around corners or across the map. You can weave in some instants or
hots. A paladin stands, sometimes seems like a rooted heal-fortress
with only one instant every 30 seconds wich is kinda weak in comparison.





So after hit by the numerous walls of text above..where does this lead
us? Right, making a decision. I made mine a long time ago while in the
meantime having the opportunity to try out three of the four mentioned
healers (expect Shaman..didn't find a quality resto Shaman yet) and
thinkover it but I didn't regret it at all.

While every class offers his very own abilites, and therefore
playstyle, I find Druid and Priest matching best and guess, especially
after the BoSac and BoFree nerfs in 2.2, that Druid would be the best
choice for the most competetive Setup at all.

That should of course not mean that there can be no success with other
setups, it's just my humble opinion. But don't worry much at all. Other,
also very important things, don't come with the class. It's about
communication, phasing, coordinating and of course skill.



What's about you? Any different experiences, opinions, thoughts?
     
25 comments
EJWodin
EJWodin Aug 10, 2007 at 10:16 pm
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Err, you forgot Grounding when listing the shaman abilities. Properly placed and abused it's a huge amount of mitigation.
Ifrit
Ifrit Aug 10, 2007 at 10:25 pm
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I didn't refer to it that much because I never found it that useful. This line was mainly meant towards it:
Against casters he has blatant disadvantages though his totems and ability to interrupt casts negates this a bit.
But that's it.
There's no way to really abuse it, since it's on a 15 second CD and easily destroyed with short casts when placed in advance. Sure you can drop one while you see a Sheep getting cast on you or before pulling out some big heals but that's not that much of problem at all.
Crimsonsky
Crimsonsky Aug 10, 2007 at 10:26 pm
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Which still would not make shamans the best 2v2 partners.  Elemental 40/0/21 might be decent with some well timed burst, but the synergy with druids and priests is not to be denied.

One thing the OP did forget to mention is that most teams will go after the priest first, lending the priest another advantage as the priest is more durable than we are.  In every other team the rogue will die first.
Ifrit
Ifrit Aug 10, 2007 at 10:59 pm
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I tried that composition once ( 40/0/21 Elemental Shaman) and it failed miserably. The reason is simple: Shaman doesn't bring enough to the table to really compete in the lower brackets, except in his restoration variant. He lacks cc's almost completely (beside Earthbind Totem and Shocks..) and has a very limited endurance thanks to his ****ty manapool- and reg.

Concerning your second observations, I have to disagree. I spent more than one game inside a sheep once my insignia was used with Detect Magic on me while my Pal was literally blown to pieces. And as mentioned: Druids under real hard pressure lose lot of worth. Shifting is very mana intensive and as a bear 80% the time they're unable to heal, cyclone, root etc. I saw my druid go down way too often in a nova while counterspelled for 6-8 seconds (CS and then Silence against SP Frostmage for example) and I've even seen Warriors chase him down in a couple seconds (Pre WF nerf of course).
A priest, too, doesn't protect you at all. Once his Insignia is gone, he's also very vulnerable to many CC's and I've died a lot to good executioned CC -> Silence combos by Double-DPS teams.
You know what? It's quite known now how durable and tough Priests can be and most of the time are and it happens more often than you might expect, that they focus the "easy target", which is me, though they might not know about my 420 Resilience.. ;\
Crimsonsky
Crimsonsky Aug 11, 2007 at 1:39 am
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A double DPS team that focus's on you is boned, since cloak will buy you an extra life at the very least.  Priest's get -10% damage from magic which is quite helpful.  Not sure how your pally got owned considering he can bubble then los the mass dispel, since a double dps team won't have .5 second mass dispel.  Two cleanses free's you from the sheep or it should be gone by the time he los's and now you're getting close to sheep immunity.  Just hard to imagine losing to double dps teams with a pally partner.  Timed use of Hammer and blind is enough to win most games for free. 

Guess this is where communication comes into play, since "I'm CC'd full duration." means cloak(if needed) and vanish and wait it out.  To me at least.
Ifrit
Ifrit Aug 11, 2007 at 11:10 am
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First off, I may should've mentioned that I've played S1 to nearly 2,3k rating so I'm far away from the "hum gimme advice concerning setup x". I also have more than enough knowledge, so lacking communication is also not an issue at all.
Now this is said, you should recognize, that it's way easier to cc (sheep) the Priest an kill his mate than the opposite since the priest can easy dispell sheep with one click, even through Detect Magic.
And don't overrate CloS that much as many Rogues do. It's only 5 seconds and after them you just eat another crapload of dots which you can do nothing about than wait 55 seconds and hope for heal whichs is far away from guaranteed.
And yes, Pals might have a Divine Shield but it's not usable when silenced mid-cast in your flash/holy light, which is very easy to execute. It's just about good timing and communication in the opposing team.
Crimsonsky
Crimsonsky Aug 12, 2007 at 8:09 pm
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CloS combined with vanish is a get out of jail free card.  There is nothing the opposing team can do, so long as you pull it off successfully.  If your partner is cc'd, you can go untargetable.  Making the other team target your priest, or they can wait.  Doesn't matter to you, since as soon as your priest gets out of whatever cc he's in, he is immune, or close to immunity, for awhile.
Ifrit
Ifrit Aug 13, 2007 at 7:31 am
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I know..but I'm still not convinced as vanish is still bugged as hell and two out of three tries it just fails to hide me, beside an eventual felguard/hunter auto-hitting me through it hasn't even been mentioned.
Further you have to see that, after me going untargetable, my Priest will be the focus target and therefore not able to heal that good, since all the pressure on the opposing team is lifted as long as I'm away.

Next thing are the fear-breakers. After the first wave of fears I've got one chance to act and burst out. If I don't make it it's most likely over since their DR's on Fear are over (concerning me) and my counters to it (beside the Priest's dispel which prevents him from healing then) are already out.

Anyways. Priest / Rogue stands in favor in such matchups, no one can deny that. But it's not that 100% sureshot everyone seems to state. At last against good teams.
Crimsonsky
Crimsonsky Aug 11, 2007 at 1:41 am
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It should be noted though that I don't disagree that Druid is the best partner a rogue can have in 2v2.
Panos_
Panos_ Aug 11, 2007 at 6:05 am
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hm i've got top10 in 2's with priest/paladin and druid, Didnt get to try shaman, again cause i dunno any good resto shaman on the server.

Priest/rogue is the most scrub-friendly setup. I always recommend it to fellow rogues asking me what partner to take. Gives free-ish wins against lock/healer  spriest/lock  combos, has a good chance against dual dps and gives a chance against druid dps teams via abolish poison dispel.Is weak vs pala/shaman warr and properly played druid rogue. Proper druid/warr can be hard too.Summing up, its amazing how easy you can climb in ratings as priest/rogue.

Druid/rogue is also very effective but it takes a good druid to make this work which is rare.Its the setup ive played the most btw. Its  ace against pretty much every dual dps team and can do very good against healer lock although the VERY TOP pala/druid/shaman lock will give big problems,druid lock/warr being unwinnable. On the bright side it HAS a chance against shaman/pala warrior and should be able to kill any priest/pala rogue combo. It's a very solid setup but sadly any team with a druid in is unbeatable @ high lvl play,unless its another druid/rogue:P

Pala/rogue is the most underrated combo. Theres  too few pala/rogues in top 20's and while i havent played it close to as much as the other 2, i believe it has lots potentional. A pala/rogue combo actually requires a skill-ful paladin, which cant be said for the usual pala lock/warr combos. Paladins justment of justice gives a good chance against all druid teams, aka druid lock/warr/rogue which is a big plus. It also has a good chance against healer lock and priest rogue as long as the pala doesnt get manaburned and LOS a lot. Against duals dps teams it aint that powerful, lacking hots and seeing how easy pala is to cc but it should beat all the  lock spriest/mage combos and have problems against lock/mage rogue.Generally its a setup i want to expriment more with, although the coming  bof/bos nerf worry me
Panos_
Panos_ Aug 11, 2007 at 6:09 am
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hm i've got top10 in 2's with priest/paladin and druid, Didnt get to
try shaman, again cause i dunno any good resto shaman on the server.



Priest/rogue is the most scrub-friendly setup. I always recommend it to
fellow rogues asking me what partner to take. Gives free-ish wins
against lock/healer  spriest/lock  combos, has a good chance against
dual dps and gives a chance against druid dps teams via abolish poison
dispel.Is weak vs pala/shaman warr and properly played druid rogue.
Proper druid/warr can be hard too.Summing up, its amazing how easy you
can climb in ratings as priest/rogue.



Druid/rogue is also very effective but it takes a good druid to make
this work which is rare.Its the setup ive played the most btw. Its  ace
against pretty much every dual dps team and can do very good against
healer lock although the VERY TOP pala/druid/shaman lock will give big
problems,druid lock/warr being unwinnable. On the bright side it HAS a
chance against shaman/pala warrior and should be able to kill any
priest/pala rogue combo. It's a very solid setup but sadly any team
with a druid in is unbeatable @ high lvl play,unless its another
druid/rogue:P



Pala/rogue is the most underrated combo. Theres  too few pala/rogues in
top 20's and while i havent played it close to as much as the other 2,
i believe it has lots potentional. A pala/rogue combo actually requires
a skill-ful paladin, which cant be said for the usual pala lock/warr
combos. Paladins justment of justice gives a good chance against all
druid teams, aka druid lock/warr/rogue which is a big plus. It also has
a good chance against healer lock and priest rogue as long as the pala
doesnt get manaburned and LOS a lot. Against duals dps teams it aint
that powerful, lacking hots and seeing how easy pala is to cc but it
should beat all the  lock spriest/mage combos and have problems against
lock/mage rogue.Generally its a setup i want to expriment more with,
although the coming  bof/bos nerf worry me
Zecks
Zecks Aug 11, 2007 at 6:32 am
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That's just not true =/

I think the only setup that completely shuts rogue/druid down is druid/warrior, and even then you should be able to snatch a game here and there. Lock/druid is very beatable, and in fact I'd even venture to say that rogue/druid has the advantage if played correctly. I've played rogue/priest, rogue/pally, and rogu/druid to top5 and I'll say with full confidence that rogue/druid is the overall best of the 3 by far.
Panos_
Panos_ Aug 11, 2007 at 9:10 am
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Hm i carefully didnt make any claim about which is the best combo with full confidence, because i cant say that all of my teammates were TOP players with full-confidence. However i do believe priest/rogue is by far the easiest combo to play and climb the ranks with.

Alsoi m curious on how you beat druid/lock, especially with the dreaded NE racials:P Abolish poison ended the fight early for us:X either going on the lock and them winning the mana(or even worse kite) war OR going on the druid and after the initial fear breakers getting rooted/feared supposing the druid survived the cooldown rush (which again abolish poison made sure he did:D)
Zecks
Zecks Aug 11, 2007 at 9:29 am
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Your goal is basically to kill the pet(or 2 pets) before your druid goes oom. Don't attack the pet initially, though; wait untill the warlock's deathcoil & trinket are down and then line up a 5pnt kidney. At that point, your druid partner needs to come stand on top of you, so that basically you have you, the lock, your druid, and the lock's pet in all bunched up in a big cluster ****. Once you've done this, use KS, AR, BF, Brooch, and start cycloning opposing druid. Make sure you have a focus on the druid to monitor his casts because 1 cyclone on you could mess this whole thing up, so just pre-cloak or pre-vanish any incoming cyclones and go nuts on the warlock and his pet w/ blade flurry. He'll have to heal either the lock or the pet when he comes out of cyclone, and the other one will die. Next up is kicking the fel dom. After practicing for a while kicking the feldom somewhat reliably isn't too unrealistic - I'd say I hit it a little over half the time(if it helps you, poison a 3rd weapon and swap it in for mind numbing after the 1st pet dies). If you don't manage to kick it - no big deal, just play very defensively and just los as best you can untill you see another opportunity to kill the pet, or untill BF & brooch are back up. After the pets dead the game is over, it just takes a while to wear them down but your druid can drink nonstop.

K those r my leet stratz vs druid/lock aight
Kevzz
Kevzz Aug 11, 2007 at 9:42 am
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Panos_
Panos_ Aug 11, 2007 at 9:54 am
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kk thanks i guess,remember you saying about killing pets vs pala lock the same way too but my druid kind of stopped wow and never got to try it. And everyone knows that good druids are 1 or 2 per battlegroup:D
nilme
nilme Aug 11, 2007 at 10:54 am
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I've played 2on2[as combat maces always] with 3 different healers since the beggining of season 1[switched from feral druid].
-Druid/Rogue was my first one and considering a totally unexperienced resto druid(alt of my 5on5 warr buddy) with no pvp gear it went quite well and we rocketed from 1800 to 2050 in a week. Only problem is that once there, with the rise of warlock-healer combos we got totally pwned by the lack of defensive dispel. Also warr healer teams were something difficult to deal with, as my mobility was quite restricted
-Pala/Rogue was my second one and probably the worst one. I played with an experienced paladin(my 5on5 pala) with really good pvp gear but neither of us really understood how the other class worked. 2 dps teams would pwn us but at least we had some chance against warr healer ones. Priests really pwned the paladin as manaburning an static healer is really easy

And for the last one, my current priest/rogue team, hanging currently on the high 2200 and pwning all the warlock competition while being pwned by the warrior one. Luckily my bg is not an exception and all top10 teams, except for us, are warlock healer teams. So our daily 2on2 experience consist on 8-12 point gainst against warlock teams and 25-28 loses against warrior ones

Oh, and of course the damned shadow priest muti rogue combo that took 100 points from us. Nerf sap blind fear on me :x
Ifrit
Ifrit Aug 11, 2007 at 11:33 am
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@Panos

I don't find priest/rogue that scrub-friendly at all. Every Warrior X
team gives you one hell of a fight, no matter which healer they've got
at their side. Top DPS teams can wipe the floor with you if they manage
to catch you off-guard through clever movement and coordination.
Besides..I'm not playing together with a dwarf priest, so there's no big racial advantage at all..

When I started playing with the druid we had a new team that was placed
around 1800 rating. The druid played mostly feral before and had just
some Kara Epics and wore still 2 pieces of the S1 feral set.

On our first practice evening, we managed to step up to 2k
rating very easy against almost every possible setup. Only Druid
Warrior gave us real hard fights, taking some points from us.



Paladin Rogue is too weak against caster-heavy setups in my opinion and wins no buck against warr/pal combos.

@Zecks

The Felhunter kill tactic isn't as viable as you state it, at least according to my experiences.
Against Affliction Warlocks it is executionable since the pet doesn't have as much mitigation and life as the SL variant but against those it can be quite tough, since you have to kill two of them (kicking feldom isn't too realistic, even with mindnumbing on, since there comes a moment where you're just cycloned again. May work against Warlocks who try to summon their pet instantly right after you killed the first while still standing next to you. But these aren't the ones on the top spots in your BG, amirite?
And killing the second Felhunter without an AR and by the Warlock beeing aware that you're capable of killing it, I don't think you make it fast enough.

I found it better to just let your druid tangle the pet (might need some tries trough the high resist-rate but is manageble) and get his drinks off that way.

Concerning Warlock Healer setups in general, they give me, no matter which setup I play, a real good fight, but the advantages are on my side every time since I can lock him down very good as a Rogue.

Unfortunately my Druid's got no internet for 3 weeks and so misses the opportunity to gear up further but when he's back I expect us to break the 2,3k quick as long as we don't meet to many warrior involving combos.


Ah and Kevzz, posting one-liners in almost every blog to push exp is even more gay. Get outta here.
Zecks
Zecks Aug 11, 2007 at 12:07 pm
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So your strategy is to have your druid entangle the felhunter 5 times untill he gets a non-resist, hope that the warlock is dumb enough not to dispel the root, and run away and try to drink for a few before he has to come back out and heal? And just beat on a soul link lock the entire time? Whatever works for you I guess =]
Ifrit
Ifrit Aug 11, 2007 at 5:32 pm
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The way you put it it sounds quite stupid I gotta admit, but in reality it surprisingly does work out well most of the time.
The fact that you, Soul Link or not, do about thrice the dmg of the Warlock and his Druid has to heal through several Wound Poison Stacks (MH stacking > Abolish Poison) gives you an enormous advantage anyways and if your Druid is quick and good enough he won't let the other Druid drink at all.

Didn't say your tactic isn't solid as I managed to pull out some double felhunter kills in such games too, but, especially the second one, is one tough thing to do. And you always talk about felhunters while a few Warlocks still use the felguard over it. Now we're talking about even less resistances.

And btw, your tactic also is not without flaws. One mid-cast spell lock into your Druid's Cyclone and you eat a Cyclone yourself earlier or later, CloS/Vanish or not. And working through 15% less dmg via talent, about 5k AC and 6k Life only with Blade Flurry is far away from easy and can't be done in 5 seconds.

Nevertheless, I appreciate your entry and might give it a try in any upcoming matches against Warlock Healer teams.
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