Originally Posted by Noressa
Some druid basics:
Vs a melee team, natures grasp should always be active as much as possible. A rogue will have plenty of ways to get out of it, but you're making him blow a cooldown one way or another.
Never trinket out of gouge. Kidney shot is going to last longer and hurt you more. Save your trinket for that.
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I would like to add that trinketing the Kidney Shot can also be a very bad idea, depending on whats happening of course , because you will be faced with a blind right afterwards and then with a vanish/ stealth, sap combo which will effectively take you out of the fight for 20+ seconds unless you are into a form where you can not be saped. If this happens and you used your trinket for the KS then say goodbye to your partner. It is a very delicate situation that requires more than just skill.
Don't forget barkskin when you head into bear, the damage reduction is nice. Once you can get away from them, start kiting and re-apply NG once it's available again.
Warriors are less annoying from a cc perspective, especially if they don't have a cleanser. Keep them rooted and cycloned whenever possible. If they do have a pally or priest to cleanse, try to get them out of LOS, or at least make them waste some time getting free before attacking you.
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Indeed. Always start with roots on an enemy warrior since you will probably get him to blow his trinket sooner rather than later which is a huge bonus. Sublety working on roots is also a great advantage for this phase of the game. Use rank 1 moonfire and faerie fire to scramble a dispellers attempts to remove roots. Keep the warrior controlled until the healer partner blows some heavy cooldowns and then just switch the CC train to the healer and nuke down the warrior.
Casters:
Vs. a dual mage team, make sure cyclone is one of your first spells. Staggering their initial DPS is vital.
LOS as much as possible. Spells that ignore LOS are a pain, but welcome to game mechanics. If you spec feral charge, remember to use it to help interrupt spells. Shadow priests and locks suck for me, so still working this part out.
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To be honest you will not be finding dual mage teams all that often if at all. Finding warlock + mage however is not really that rare. Having a felhunter on you and facing two spellocks at different times will be a handful and it will probably see you bitting the dust faster than you would like but the key here is to just LOS and trow out intants while you let you warlock/ rogue do the work for you. Even if you dont get spellocked you are still facing a 6 second full silence from both the mage and the felhunter that if used in succesion it can see you or your partner dead.
Also do not feral charge if you are not certain that a pillar is nearby for you to hide behind. If they opt to CC your rogue/ warlock and come for you then you are in for a difficult fight depending on the arena. Blades Edge you will be having a fairly easy way of escaping them. Nagrand and especialy so Lordaeron arenas are your bane.