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Old 05/27/08, 4:26 PM   #1536 (permalink)
Bula
Piston Honda
 
Tauren Warrior
 
Gorgonnash
Not sure why you quoted me or why you chose to just reiterate a lot of what I said but whatever since we are apparently having a conversation:

If the two of you are behind a pillar with the pet the hunter should be aware and ready for a possible 4 taunt chain from the druid warrior team, a warrior going with his druid behind a hunter should automatically kick in instinct that tells the hunter to pull the pet back and if he hasn't he's terrible. It takes 6 seconds to drop combat and then another 4 of drinking for the drink ticks to take effect, total 10 seconds. If the hunter nor druid can't reach you within 10 seconds to stop a drink after the pet has been pulled back chances are you were going to win anyway. Meanwhile the other druid will be drinking freely the whole match even if the warrior sits on his hunter because the warrior's druid must be playing defensively to protect his mana which is at a premium to him. The warrior's druid will get about 1.5-2 mana bars during the match depending on arcane shot rng and his ability to LOS where the hunter's druid will get anywhere from 2 to infinite amount of mana bars during the fight lessening the value of his mana, meaning he is much freer to do those cyclones and roots (interesting why you say cyclone is the only important CC, where-as root is easily two times more devastating. Yes it will proc second wind on your warrior but it also means an aimed shot is forthcoming where cyclone will at the least make it more difficult for the hunter to aimed shot, skilled teams will still time it out obviously). The only time the warrior/druid team can make a move is if the warriors fear, trinket, and deathwish are all off cooldown and the druid eats a trap to have the warrior trinket the following druid's cc followed by a feral charge onto the next CC to put high pressure onto the hunter. If you can get the druid feared, moderately hard for a warrior due to the fairly short range of the fear and the fact that druids like to keep their distance, during that combination the hunter can possibly die. This is pretty risky though because if you fail the druid will probably use up a good chunk of his mana, may eat a sting or will at least be forced to keep abolish up constantly which is costly, and it also puts your druid in prime position to get aimed shot and unloaded on for a moment by the hunter, thus draining even more mana by means of having to heal. Mana which has no realistic way of being replenished consistently. Another fail point would be the hunter parrying or dodging a mortal strike during the burst (a decent possibility given hunter's avoidence with monkey aspect up) and the druid having NS up. Meanwhile the hunter/druid combination need only to continue doing what they have been doing for the duration of the match to win over time.

The game is stacked in their favor from the outset not because hunters out-class warriors but because hunters and their pets out class druids when they are the only targets (ie: 2v2 arena). Basically what I'm saying is killing the pet will be nothing short of impossible, if at worst case a minor annoyance to the hunter, versus an above average team and if they are below average you don't need tactics to win anyway. Killing the pet cannot always guarantee victory either as once the pet is dead it becomes a gimped warrior versus hunter duel with two healers who will never run oom and the pet rez is only 4 seconds of CC away.
 
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