Thread: 3v3 Arena
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Old 04/01/08, 8:51 AM   #528 (permalink)
Meursault
Glass Joe
 
Orc Hunter
 
Jubei'Thos
Originally Posted by Mr.Bob View Post

In general I feel we lack CC and attention, the hunter dislikes MM because he loses BW to easily get away and increase damage, it seems to me our druid almost never plays aggressively doing cyclones, feral charges and such, he claims he barely got the time to heal. I'm not sure bout the LOS work since I'm always up front with them on my back.

Theres some rookie mistakes going on such as the druid only realizing the mana burns when he hits 0 mana, I tell him to use focus to turn bear on incoming burns, he claims that 3s in bear form the hunter dies.
There's a lot going on here to improve upon, and a few things to touch upon in Chirality's post. I've played both Rogue/Hunter/Druid and Warrior/Hunter/Druid around 2100, and they tend to play similarly. The first thing to work on is the Hunters' survivability. Chir mentions 0/45/16, but I would 100% completely swear by 0/41/20 if you're speccing for 3s. 3/3 Entrapment, Surefooted, and Improved Wing Clip are incredible in this bracket. You can trim down entrapment in 2s and clip in 5s, but in 3s you *need* both for personal defensive purposes as well as protecting your healer from melee zerg teams.

Here's the one thing I would tell my Healer when WRD teams would fixate on me: You get rid of the warrior and give me abolish, and I'll do the rest. This is true in 2v2 too: played well an MM hunter should basically *never* get touched by an ShS rogue. The hunter needs your druid to help you out initially- abolish and a cyclone on the first KS - but after that it's 100% on your hunter to keep that rogue off of him. Scatter shot shares a cooldown with ShS, but unlike the rogues' one-time-use Deadly Throw, frost trap + Abolish can keep him off for sustained periods of time. In short, tell your druid that it's his job to keep warriors off the hunter- if rogues are the issue it's the hunters' job (with abolish) to lose them.

Play for the long game. Viper Sting is the inevitable clock working in your teams favor, so make sure you're setting it up right- if your warrior is on a warlock, for example, to lock down fear, you'll need to protect him from CC from the Druid with silence and scatter- this both functions to keep your dps high and get the druid into defensive healing mode. Nothing ends a game faster than healers forced into healing within a hunters' LoS. Unlike the typical 2v2 strategy of "just viper sting then silencing shot so they can't dispel or have to shift", you'll often be viper stinging one target (mage, paladin, priest, whatever) and having to protect it with a silence on another target- the shaman/druid/paladin. Also, forcing a druid into bear form to avoid viper stings can set up some devastating cc chains- viper sting followed by a scare beast puts them into a nasty bind- risk a scare beast-scatter-trap-cyclone-cyclone chain, or shift right back out and eat stings.

Perhaps I'm egotistical, but playing this comp always felt like it came down to how well I performed; a few examples illustrate options your hunter has. if the warrior got caught in a cc chain with no reflect, could I have stopped one with a cyclone while his SR cooldown came up? If a warrior/rogue/ret got ahold of me, could I have kited better? Was there a better burst window when my warrior had so-and-so down to 45% and I had silencing shot up?

A lot of this stuff will just get better with practice. The ability to not just know people's healths by staring at proximo, but roughly track where all 6 people are in arenas at the same time (and what they're doing) is important - especially for what amounts to a drain team. As you point out, attention is a lot of it. If your warrior gets caught tunnel visioning and misses a great fear opportunity, or a timely spell reflect, it can be bad. Similarly, your hunter should never be missing chances to get off a viper sting, even if he has to dance all over a frost trap while he does it. You'll get a better feel for when you have to bail out the hunter with disarms because your druid is csed as you play more. While it's not a full cc team like blind/fear/poly, you get a lot of control out of frost/freezing traps, cyclone, roots, scare beasts, pummels, 2 spammable melee snares, and skillfully timed mace stuns. It's important to remember that in almost every matchup you're the control/outlast team - even 2 healer teams.
 
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