2v2, I feel is very heavily biased on class make-ups.
With my Resto Druid/Muti Rogue team at the lower ratings, we felt War/Pal teams were beatable but hard. As we move up the ratings (1900s+), I can't remember the last time we beat a decent War/Pal team, we dropped 40+ points in two games to a very mediocre team last night and they were horrible, the paladin stood still allowing the rogue to dps him, the warrior didnt switch and snare targets, the warrior didnt land successive hits on me until he got a intercept -> mace stun proc -> HoJ (splat).
In return, we are fairly consistent against most caster teams, with use of HoTs, CloS, etc.
It just really frustrates me that no matter how well we play I feel as though facing a similarly ranked war/pal team (or even lower) we have practically no chance even if we play a perfect game.
Not to mention most of the top team don't play anymore, I feel as we have reached our cap, and any chances of obtaining a netherdrake (should have probably started the arena team earlier).
So my ele sham/ warlock team just dropped from 2200 to under 2000 because we had 20 games of warlock/frost mage where im just chain sheeped, feared or counterspelled or Dwarf priest warrior POM spamming.
Any idea how we can counteract POM spamming? If we attack the priest he just runs away and we have a warrior hamstriing us both beating the snot out of us. If we attack the warrior the priest just hops around beside him and POM just heals them 5k every second or something crazy, if I mash purge he just recasts it, plus every purge costs me about 2-3k damage i could be outputting.
and for an extra kick in the balls honour update just made the arena not load and we lost a nice 18 points.
2v2, I feel is very heavily biased on class make-ups.
No doubt. I don't run a Warrior and Paladin matrix myself , my teammate is a rogue, but certain combinations we just get steamrolled by, mainly warlock/druid and warrior/druid setups.
We've hovered around 2000-2100 for the past few weeks and can't seem to climb past that. Our setup does do well against rogue/rogue and shadow priest/lock teams (though by no means is it 100% , depending on how good they are at locking me down with fear/silences and drawing the rogue out of range of me while I'm feared.) and most teams with a mage, however.
The only thing I could suggest would perhaps bringing someone in to your team who's class would tip the odds more in your favor if you repeatedly face the same team.
2v2, I feel is very heavily biased on class make-ups.
With my Resto Druid/Muti Rogue team at the lower ratings, we felt War/Pal teams were beatable but hard. As we move up the ratings (1900s+), I can't remember the last time we beat a decent War/Pal team, we dropped 40+ points in two games to a very mediocre team last night and they were horrible, the paladin stood still allowing the rogue to dps him, the warrior didnt switch and snare targets, the warrior didnt land successive hits on me until he got a intercept -> mace stun proc -> HoJ (splat).
In return, we are fairly consistent against most caster teams, with use of HoTs, CloS, etc.
It just really frustrates me that no matter how well we play I feel as though facing a similarly ranked war/pal team (or even lower) we have practically no chance even if we play a perfect game.
Not to mention most of the top team don't play anymore, I feel as we have reached our cap, and any chances of obtaining a netherdrake (should have probably started the arena team earlier).
I'm on a rogue/resto druid team as well, currently rated 2k. As I have gotten better at kiting warriors, I have noticed our rank climb accordingly. There are a few things you can really do to improve your chances of winning, though the DT mace stunlock is still pretty much the bane of my existence. Basically, when kiting the warrior you want to keep a fair distance from the paladin at all times - this prevents you from getting HoJed, and makes it more difficult for the warrior to be BoFed.
A really good way to get a long breather is to pull the warrior behind a pillar or other LoS obstruction, and root him there. Here the paladin can't dispel or BoF the roots, assuming your rogue is on him. This will give you a good 20 seconds or so, after which you can chain cyclone him a bit, and repeat. Pillars are especially good for this, because then you can just travel form and get him to chase you in circles for a bit, until he gets pissed and goes after your rogue - thats where you start up the chain cyclone again so he comes back to you. If the paladin does have LoS on the warrior when you root him, having talent points in subtlety and placing a FF on him makes it much harder for the paladin to dispel, and assuming your rogue is working him over the wasted GCDs may be enough to help kill the paladin. Its also generally a good idea to keep FF on the paladin if you get a chance, even if it gets dispelled that is more time that the paladin has to waste.
Also, make sure your rogue is using crippling/wound poison and has runspeed or boars speed, that pretty much prevents the paladin from kiting him.
While high rated 2v2 is a lot like rock paper scissors in many ways, a successful scissors team must figure out how to beat rock.
Last edited by DecimusGarona : 06/04/07 at 1:00 PM.
Warrior's I've played against love to intercept, hamstring the rogue.
The paladin then basically has 15 seconds of total freedom.
So? If they waste intercept on your rogue, that pretty much gives you 15-30 seconds of total freedom before intercept is up again. Paladins can't seriously hope to play the mana efficiency game with a resto druid either, it just doesn't work. The only games I've ever lost to running out of mana were when the other side had a priest/lock draining my mana.
So? If they waste intercept on your rogue, that pretty much gives you 15-30 seconds of total freedom before intercept is up again. Paladins can't seriously hope to play the mana efficiency game with a resto druid either, it just doesn't work. The only games I've ever lost to running out of mana were when the other side had a priest/lock draining my mana.
I usually wear pve healing gear vs rogue/druid setups, so outlasting isn't a problem. Hamstring on the rogue and I can easily kite him. The rogue usually ends up targetting the warrior then, and we all know how that ends..
So my ele sham/ warlock team just dropped from 2200 to under 2000 because we had 20 games of warlock/frost mage where im just chain sheeped, feared or counterspelled or Dwarf priest warrior POM spamming.
Any idea how we can counteract POM spamming? If we attack the priest he just runs away and we have a warrior hamstriing us both beating the snot out of us. If we attack the warrior the priest just hops around beside him and POM just heals them 5k every second or something crazy, if I mash purge he just recasts it, plus every purge costs me about 2-3k damage i could be outputting.
and for an extra kick in the balls honour update just made the arena not load and we lost a nice 18 points.
The only thing crazy is what you're saying (see bold). Prayer of Mending can't be spammed as there is a 20 sec cooldown between casts.
Things are more like they are now than they ever were before. - Dwight Eisenhower
I usually wear pve healing gear vs rogue/druid setups, so outlasting isn't a problem. Hamstring on the rogue and I can easily kite him. The rogue usually ends up targetting the warrior then, and we all know how that ends..
I seriously haven't been outlasted by any healer in the arena to date, and certainly not a paladin - even pre 2.1 nerf. The only time I have ever been OOMed in a straight up healfest was in pre 2.1 vs. a frost mage paladin team where the mage would chain sheep my partner while the paladin ran out of LoS and he ended up drinking through about 5 mana pools during the match. Needless to say we finally lost after a 10 minute game. However, most games I don't even have to cast innervate on myself.
As for the warrior taking down my rogue, its not likely to happen as he has over 10k hp in his pvp gear and even with MS a 3 stacked lifebloom heals through a good portion of his dps while he is being stunned, incapacitated, cycloned, rooted, etc. If the warrior doesn't want to come back to me, I can usually keep him cycloned long enough for my rogue to restealth and get back on the paladin. Inevitably the warrior always comes after me, because I am a lot squishier than my partner due to my general lack of gladiator gear.
I seriously haven't been outlasted by any healer in the arena to date, and certainly not a paladin - even pre 2.1 nerf. The only time I have ever been OOMed in a straight up healfest was in pre 2.1 vs. a frost mage paladin team where the mage would chain sheep my partner while the paladin ran out of LoS and he ended up drinking through about 5 mana pools during the match. Needless to say we finally lost after a 10 minute game. However, most games I don't even have to cast innervate on myself.
As for the warrior taking down my rogue, its not likely to happen as he has over 10k hp in his pvp gear and even with MS a 3 stacked lifebloom heals through a good portion of his dps while he is being stunned, incapacitated, cycloned, rooted, etc. If the warrior doesn't want to come back to me, I can usually keep him cycloned long enough for my rogue to restealth and get back on the paladin. Inevitably the warrior always comes after me, because I am a lot squishier than my partner due to my general lack of gladiator gear.
Hihi, I also love how Warriors are the most impatient players ever. So darn easily taunted it's scary. A root, Cyclone or just popingout of stealth and you "pull" him
Do not matter how much you play, you will never get the carrot.
Does anyone else feel like warrior + pally groups are on the decline now? We're seeing a lot more lock + anything groups now, and warrior + pally groups don't seem so bad anymore(vs survival hunter + pally). Right now I'm having great success simply mana draining paladins, and if I spec'd for PvP and picked up imp stings the matches would probably be incredibly easy.
Between scatter shots, pally stuns, and traps(small speed bump), warriors really don't seem to be able to burst dps incredibly well.
Also, the arena water seems like a nice unintended buff for hunters, at least in 2v2's. I can easily FD and drink in the middle of a match and quickly regain 2k mana, which kinda defeats mana drain tactics(to an extent) and helps solve longevity issues. I doubt it'd work as well in 3v3's at 5v5's since you'd have the possibility of tons of incoming damage, but for 2v2's at least it seems relatively safe to sit and drink(even in the middle of a fight) because you can generally tell when you won't be getting hit by anything big.
I'm only sitting at a 1975 rating right now so our opponents are by no means great, but pretty much everyone has full arena gear by now, so it doesn't seem like we're fighting scrubs in Battlegrounds either.
The water was a nice addition. No mana user in my team ever felt needing it before, But after we all got it our mana consumption skyrocketed. And we easaly beat opponents who doesn't drink.
Do not matter how much you play, you will never get the carrot.
I seriously haven't been outlasted by any healer in the arena to date, and certainly not a paladin - even pre 2.1 nerf. The only time I have ever been OOMed in a straight up healfest was in pre 2.1 vs. a frost mage paladin team where the mage would chain sheep my partner while the paladin ran out of LoS and he ended up drinking through about 5 mana pools during the match. Needless to say we finally lost after a 10 minute game. However, most games I don't even have to cast innervate on myself.
As for the warrior taking down my rogue, its not likely to happen as he has over 10k hp in his pvp gear and even with MS a 3 stacked lifebloom heals through a good portion of his dps while he is being stunned, incapacitated, cycloned, rooted, etc. If the warrior doesn't want to come back to me, I can usually keep him cycloned long enough for my rogue to restealth and get back on the paladin. Inevitably the warrior always comes after me, because I am a lot squishier than my partner due to my general lack of gladiator gear.
Atleast those matches I've played vs the restodruid/rogue setup, the rogue have been hitting my warrior after giving up on catching up with me kiting. This gives me plenty of time drinking while the druid healing don't have much time for that since the warrior outdamages the rogue by far.
Atleast those matches I've played vs the restodruid/rogue setup, the rogue have been hitting my warrior after giving up on catching up with me kiting. This gives me plenty of time drinking while the druid healing don't have much time for that since the warrior outdamages the rogue by far.
I second this. I aint resto anymore so we run a very different strategy now, but it's still frustrating seeing my rogue partners health go from ~full to ~executerange within a couple of seconds :/
Just curious, but has anyone ever had issues with Survival hunters in 2v2's? Our team's hovering around 2k(just tanked it some tonight right after peaking) and I find that my 0/24/37 spec surprises the hell out of some teams. It seems like a pretty viable spec now, but I'm not sure if part of our success is due to it just being an obscure spec that no one thinks to counter, or if part of our success is due to just facing bad players all day long(since our rating really isn't too good).
Yes, new Arena weapons are included. All of the current items will see new versions for season 2, with some new additions.The new honor rewards will be new versions of the epic items (boot, belt, bracer). A new back-slot item won’t be added, but a new ring will be available.
The arena set items are always intended to match their equivalent tier sets in appearance to easily link them through visual recognition to their PvE counterparts.
Arena season 1 item cost reduction will be about 15%.
There are more healing-centric items planned for season 2.
The patch today was not intended to be, nor was it, the patch that would coincide with the start of season 2. We’re still hoping for June 12 but it will come down to testing. The possibility that it won’t make the 12th is still very much there, but as I said earlier we’ll hopefully know by Friday and will let you know as soon as we do.
Looks like anyone holding off on buying the back piece can go ahead and drop the honor. I'm very interested in seeing the new ring. Also I wonder if the price of items will be as much as the old price, or closer to what the new prices are.
I saw this as a popular pvp team in the highest 2v2 brackets 2400+ on the geekboys site, but I can't seem to get my head around why?
Both teammates have high survivability, fairly low damage output, no way to shield their dots and their is CC on the same dr. I'm guessing their thing is mana burn/drain against pally/warr possibly MC to allow the lock to 1v1, dot n' rot on the teams that can't dispel and survive the alpha of the blow up teams.
Anyone on one of these 2v2's care to fill in the details?
I saw this as a popular pvp team in the highest 2v2 brackets 2400+ on the geekboys site, but I can't seem to get my head around why?
Both teammates have high survivability, fairly low damage output, no way to shield their dots and their is CC on the same dr. I'm guessing their thing is mana burn/drain against pally/warr possibly MC to allow the lock to 1v1, dot n' rot on the teams that can't dispel and survive the alpha of the blow up teams.
Anyone on one of these 2v2's care to fill in the details?
Because the Priest can dispel any bubble so plds are at a disadvantage with this set up + dots. Holy / Disc you can survive a pretty long time with 1 DPS spanking you. Well timed Silence from warlock pets make it so pld is at 25-40% life... "Bubble" .5 mass dispel --> spell lock --> PLD should die with shadowbolt / shadowburn + MB / SW. You also throw in shadowfiend interrupting other casters / healers.. very helpful in a 1-2 minute game.
2ndly, Felhunters can dispel sheep on their priest. So you really don't have to worry about too much CC. Sap is pretty much it..