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05/09/07, 1:42 AM
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#51
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Bald Bull
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For 2vs2, dps/dps combos you can't really kite since nothing is stopping them from switching to seperating you from the Warrior and nuking him instead in which case playing LoS is more likely to make cause it to happen. If it's healer/melee then as long as they don't have a Paladin it's a joke anyway due to just being able to spam BoF while keeping them snared negates basically all of there damage on both of you, and if it's a ranged type class you can't really kite or play LoS since they could always switch to the Warrior.
It's worst for 3vs3 since you have more damage classes and not always 2 healers, meaning if you're trying to kite around pillars and such you'll get a DPS killed since by the time you're safe he's either too low to heal or you get locked down in some other manner.
In the end any attempt to use the pillars or LoS to survive is probably going to fail after a couple of games since anytime your teammates can be taking damage from a source besides the person you're trying to LoS, obviously this doesn't apply to things like PRiest/Rogue vs Paladin/Warrior, but it's a stupid matchup anyway due to BoF mechanics.
Last edited by Shadowed : 05/09/07 at 2:00 AM.
Reason: Clarified
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05/09/07, 2:47 AM
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#52
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Von Kaiser
Blood Elf Paladin
Stormscale (EU)
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If I don't kite the warrior and try to stand and heal eventually 3 things happen..
1: He will pummel a heal at a crucial time
2: I will run out of mana from healing through MS
3: I will blow all my cooldowns early staying alive
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If you're decently geared, you should be able to keep yourself up for at least 5 minutes against a warrior, including him pummeling almost every single heal assuming you're pretty bad at fake healing*. Though, this becomes harder if you add a second interrupter to the case(Fear/CS/Earthshock etc)/macestun warrior(How I hate thee....)
[edit]This is a bit of a lie. He can still int.shout/intercept and so forth to break heals, however, you can still BoP/Bubble at any time, too. That said, I don't really have problems keeping myself up against a single warrior.
Recordtime for me was around 12 minutes, but that was with LoH, repeated use of BoP/Bubble->Bandage and when I was low on mana, using Divine Illumination and then critting some heals. Granted, though, the warrior wasn't really trying anymore once he passed the 6-7 minute barrier.
This doesn't really work against rogues, mind you, because of mindnumbing poison(And the poison bug that's slated to get fixed next patch), so JoJ kiting is indeed the way to go.
*8.4K HP/9.4K mana/42m5/183 resilience/27% crit on FoL/31% crit on HL/13K armour/1218 healing are my unbuffed stats. Nothing out of the ordinary.
Last edited by Keeper : 05/09/07 at 3:09 AM.
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Damage wins the fame, Healing wins the game.
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05/09/07, 6:28 PM
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#53
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Slayer of Tanks
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Amera, I mostly agree with you, and what has already been mentioned a lot in this thread. A paladin by himself/herself can't do much, so it's up to their team to shift the way the game is unfolding. Basically, I find if my team isn't supporting me, or pressuring the enemy team enough, there's just a really small limit on things I can do to change the fight. Bubble only lasts so long, there's not much you can do when 2-3 people on the enemy team are determined to lock you out, or kill you.
Keeping a low profile, faking heals, and all of that glorious stuff is pretty useless if your team isn't doing anything at all to pressure their dps'ers/cc'ers from railing you [or the other healer on your team.] While we have a ton of tools to support a team, much like any other class we're useless if we don't get some help in return.
I've played a bit of 5v5 in a decently rated team, and in order to improve my playstyle and such, I watched the video of sck (Pandemic). In all honesty the video wasn't impressive or special at all from a paladin perspective, since his team was so good. He had very little to act on or do since the enemy team was pressured so strongly that sck was never threatened in return. Token BOF's, simple BOP's and just chain holy lighting to keep people up while the rest of the team prevents him from being cc'd/interrupted at all via fears, snares, etc.
There really is very little to playing a paladin effectively in arena once you understand very simple basics (faking, LOS, sac., etc). From there it's all about how well your own team can shape the game.
And like you, that's why I'm also finding my warrior far more interesting in PvP. It's not first nature for some people in pvp to support those who are supporting them, but when I'm covering for my healer with intercept stuns on every cooldown to let them get some distance, or cast their CC, etc, it makes a huge difference, and just seems more interactive and fun, being on the other side for once.
edit- Post #27 is extremely similar to my own in regards to thoughts on this topic.
Last edited by Xav : 05/09/07 at 6:34 PM.
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05/09/07, 7:42 PM
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#54
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Glass Joe
Murloc Warrior
Non-NA/EU Realm
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I'm from a warrior + paladin 2on2 team, speaking about mirror games.
The hardest paladin to beat always stays on a pillar in blade's edge, which means you can't intercept him.
We often win against this combo when I go straight for the enemie's warrior after their paladin used BoP or DS, with some lucky crits he can go down very fast and the enemy paladin sits on his 50 % mana left. You have to make sure tho that your own paladin doesn't have Forbearance on CD, else it will be hard for him to stay alive against an enraged warrior with lots of rage and possibly sweeping strikes.
I have a question for you paladins tho, when a warrior is on a paladin for the whole arena round, should the paladin use BoL on himself or is it more mana efficient to use BoW?
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05/09/07, 9:00 PM
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#55
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Von Kaiser
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One topic that hasn't seen much (enough) light in this thread is warlocks. A well played warlock can absolutely shut down a paladin in the smaller arenas, notably 2v2.
What strategies have people developed against warlock/healer, and warlock/shadowpriest teams? These two setups dominate the top 10 of our battlegroup, and I'm sure this isn't entirely uncommon.
I run with a warrior in my 2v2, and we've developed some strategies to combat warlock teams, but I'm curious what others have come up with.
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05/09/07, 10:15 PM
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#56
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Tja Swe?
Blood Elf Paladin
Frostmane (EU)
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Originally Posted by Stent
One topic that hasn't seen much (enough) light in this thread is warlocks. A well played warlock can absolutely shut down a paladin in the smaller arenas, notably 2v2.
What strategies have people developed against warlock/healer, and warlock/shadowpriest teams? These two setups dominate the top 10 of our battlegroup, and I'm sure this isn't entirely uncommon.
I run with a warrior in my 2v2, and we've developed some strategies to combat warlock teams, but I'm curious what others have come up with.
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My warrior/paladin team faced a couple of paladin/warlock teams last week. When we did win I jumped off the bridge right after getting dotted/nuked, left the warrior to whack away at the warlock, healed myself to full health. Then I stayed out of sight untill I deemed a he needed a heal, ran up, healed, HoJ+AT on the paladin. Since the warlock switched to my warrior he fed him rage and took quite a beating, in the end the combination of his massive damage output and my stuns/aoe silence made the warlock go down.
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05/09/07, 11:52 PM
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#57
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Bald Bull
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Zexika
I have a question for you paladins tho, when a warrior is on a paladin for the whole arena round, should the paladin use BoL on himself or is it more mana efficient to use BoW?
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No, blessing of freedmon will overwrite it before it pays for itself.
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05/10/07, 1:11 AM
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#58
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Don Flamenco
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Originally Posted by Fjord
No, blessing of freedmon will overwrite it before it pays for itself.
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Not to mention that unless it's a mace specc'd Warrior with a Blacksmithing hammer, most good Paladins can heal for quite a while before going OOM. Paladins are a pretty poor choice to assist on unless you're making that a team strategy to blow their bubble.
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05/10/07, 4:48 AM
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#59
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King Hippo
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Originally Posted by Keeper
If you're decently geared, you should be able to keep yourself up for at least 5 minutes against a warrior
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Before everyone got geared I would have agreed, now that we are seeing warriors with 1400-1500ap and 35% crit it's starting to get impractical to stand there and take it. One mistake and you're gone. Relying on BoP is a little risky if the warrior hasn't used their fear. An on to it warrior will fear you if you use BoP on yourself, forcing you to waste time and use your pvp trinket.
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The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
www.retpaladin.com
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05/10/07, 5:21 AM
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#60
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Von Kaiser
Blood Elf Paladin
Stormscale (EU)
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Originally Posted by Ragnor
Before everyone got geared I would have agreed, now that we are seeing warriors with 1400-1500ap and 35% crit it's starting to get impractical to stand there and take it. One mistake and you're gone. Relying on BoP is a little risky if the warrior hasn't used their fear. An on to it warrior will fear you if you use BoP on yourself, forcing you to waste time and use your pvp trinket.
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Perhaps you're doing something wrong? Or maybe the warriors I'm fighting against are? I don't seem to have trouble at all keeping myself up vs. the warriors in my team:
http://armory.wow-europe.com/#charac...=Vashj&n=Frein
http://armory.wow-europe.com/#charac...hj&n=Dassantwo
The latter is normaly axe spec with Mooncleaver and around 34% crit, however, he's trying out sword spec for a little while now with the Mongoose enchant. As long as it is just one warrior on you, I don't see why you should not be able to keep yourself up for an extended period of time. As I said in my previous post, it becomes a lot more difficult trying to heal when you add in a second interrupter, though.
Ow, and, Intimidating Shout doesn't work when you use BoP on yourself, last time I checked.
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Damage wins the fame, Healing wins the game.
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05/10/07, 5:25 AM
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#61
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Von Kaiser
Blood Elf Paladin
Black Dragonflight
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I'm fairly sure that BoP blocks Intimidating Shout, as it is a physical school ability. My warrior partner reports this, at least.
That said, I prefer to not use BoFreedom on myself in the paladin/warrior mirror matches, as it leaves you a bit too vulnerable to the possibility of your warrior getting snared and ditched for my tastes. Also, I've always found that while running away from their warrior with freedom does tend to result in less damage taken, it forces you to use your cooldowns earlier if they're able to catch up with you, as you've just spent however long not healing. Blessing of Light is better than Blessing of Wisdom if you're the focus target of the warrior, in my opinion, since it makes it much easier to keep yourself topped off with FoL without having to use cooldowns.
And I hate warlocks in 2v2. So very much. Every time my partner and I beat a warlock team it's a cause for celebration, even if we only get 3 points.
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05/10/07, 10:01 AM
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#62
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I BoP my Main tank.
Blood Elf Paladin
Executus
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I find that the best thing to do vs. a Warrior (or any interrupter really) is to constantly be queuing or casting a heal even if you and your partner are at full health. You would really be shocked at how many 2200+ rating team Interrupters will use an interrupt for no reason whatsoever, allowing you free reign to cast a heal for however long the CD is if it is needed.
If a warrior attacks me (my partner is a warlock) I just put SoJ up, melee the warrior for stuns while the Paladin/Healer gets feared all over, lock dots him up then I run over and HOJ/silence (assuming no bubble) the healer and its usually set/point/match after that.
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05/10/07, 5:33 PM
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#63
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Piston Honda
Undead Priest
Twisting Nether (EU)
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Originally Posted by Stent
One topic that hasn't seen much (enough) light in this thread is warlocks. A well played warlock can absolutely shut down a paladin in the smaller arenas, notably 2v2.
What strategies have people developed against warlock/healer, and warlock/shadowpriest teams? These two setups dominate the top 10 of our battlegroup, and I'm sure this isn't entirely uncommon.
I run with a warrior in my 2v2, and we've developed some strategies to combat warlock teams, but I'm curious what others have come up with.
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I've heard shadowresistance should do a huge difference. SR on cloak and jewelry combined with aura should easily give you 150+ and unless you've got insane amounts of stamina on those items a little hp buff.
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05/10/07, 5:54 PM
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#64
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Bubble Hearth
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Now that I've got my BE pally to 70, I've teamed up with a warlock buddy for the 2v2 arena. I know that in a 5v5 that you want to stay "hidden" as much as possible but my question is how involved I should be in the mix in 2v2.
Should I be in the mix to help melee/SoR while exposing myself to the other DPS class (i.e., hunter's multishot) or keep at range? I current stay back a little bit and close the distance when it's time to help HoJ/silence the other healer to help finish him.
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05/10/07, 6:01 PM
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#65
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Jedi Knight
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So no one has really touched on using other specs in arena. Has anyone tried them out at all and had any success in any bracket?
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05/10/07, 6:58 PM
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#66
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King Hippo
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Originally Posted by Keeper
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Probably a combination of me playing with Australian/NZ latency of 300-500ms and warriors with better gear. Some of the warriors we face even at my average-ish rankings have over 35% crit and over 1400ap unbuffed.
Hmm BoP never used to block fear, might test that tonight... nice it if doesn't.
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The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
www.retpaladin.com
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05/10/07, 7:14 PM
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#67
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Von Kaiser
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Blessing of protection both blocks and removes intimidating shout. It's a physical ability.
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05/10/07, 8:20 PM
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#68
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Von Kaiser
Blood Elf Paladin
Stormscale (EU)
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Originally Posted by Ragnor
Probably a combination of me playing with Australian/NZ latency of 300-500ms and warriors with better gear. Some of the warriors we face even at my average-ish rankings have over 35% crit and over 1400ap unbuffed.
Hmm BoP never used to block fear, might test that tonight... nice it if doesn't.
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I think it has to do with your latency then. I personally play at around 80MS, and it's not like the warriors I linked are undergeared by any means, and keep in mind, Frein doesn't have Axespec for added crit, though he does have Sword Spec.(Of course, there are warriors with better gear, but it's not like 1-2% crit and a few more AP are going to be the major difference)
[edit]
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So no one has really touched on using other specs in arena. Has anyone tried them out at all and had any success in any bracket?
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I'm currently working on gearing my Retribution set up(3/5 Ret set and Arena sword), and I might try it out in 2v2/3v3 arena once I get my manapool a bit higher than it currently is(along with some of the PvP epic items, but battleground farming in my battlegroup is incredibly tedious).
Last edited by Keeper : 05/10/07 at 8:54 PM.
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Damage wins the fame, Healing wins the game.
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05/11/07, 4:22 AM
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#69
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Von Kaiser
Blood Elf Paladin
Twisting Nether (EU)
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Originally Posted by Amera
So no one has really touched on using other specs in arena. Has anyone tried them out at all and had any success in any bracket?
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I tried a bit more prottish build after one respect due to me being focused in a few games, ofcourse i wasnt even touched in the following 50 games, and doing some dueling to see the difference.
I didnt really feel that much more durable, mainly due to my heals healing for less and missing DI, but overall i was enduring about as much, just that i couldnt support other people as well as with 41/20.
On the survival vs warrior part of the discussion, i managed to keep myself up ~20mins vs a full gladi geared orc with mooncleaver in a duel on the event server. I dont really see problem functioning when a single dps class is harassing me, and like someone said already in this thread, most people, even in top teams, still try to interrupt your ever action, instead saving the interrupt when it would really matter (when someome is about to die, not when someone is still at 90%).
Second interrupt makes me unable to use cast times at all, just like Hubris said. Which basicly means BoF'ing myself and running, Holyshocking when ever cd and hoping for heals, and hoping my team gets something done while i kite their dps.
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05/11/07, 6:03 AM
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#70
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Bald Bull
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Putting a Warrior on a Paladin would be incredibly worthless anyway, Rogues are far better at it due to more interrupts and not being constrained by Rage.
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05/11/07, 7:37 AM
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#71
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/facepalm
Blood Elf Paladin
Dragonblight
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The dominant strategy for mirror matchup war vs. pally is for the war to get on each team's paladin, so survival vs. warriors as a paladin is definitely of high concern, and a proper strategy for how to survive warriors helps a lot.
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05/11/07, 2:14 PM
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#72
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Von Kaiser
Blood Elf Paladin
Ner'zhul
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1) Use FoL almost exclusively except after pummels.
2) Dont bother faking unless you're getting low on health.
3) Strategically bubble (a good time is when your warrior is on the other side of the map).
4) Use HoJ effectively. My favorite "trick" is to HoJ warriors while they jump across the gap of the platforms in Blades Edge. Stunning them behind a pillar and pillar kiting them is also an option.
5) If their paladin is doing the Freedom->Kite combo, kite their warrior over to yours and have him PH for some deadzone kiting action.
Honestly I've found it almost exclusively more effective to NOT kite warriors around unless you have a particular plan in mind (for example getting the warrior on the opposite side of a pillar and pillar kiting them). Running for the sake of running is all and all pretty ineffective because it leaves you very vulnerable to interrupts as they will be beating on you a good portion of the time and when you do heal, an interupt will likely kill you.
Honestly, I've won a ton of games just standing in one spot on Blades Edge (near the platforms on the top of the bridge) and spamming FoL on myself and just attempting to knock the opposing warrior down every time HoJ was up. This is while the other paladin is "kiting" my warrior across the map, to the point where hes literally screaming on vent about how he wants to quit the game and whatnot, but in the end they leave themselves very vunerable and get cornered by him, while I still have 100% health and about the same mana.
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05/11/07, 4:13 PM
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#73
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Bald Bull
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Sorry should have been a little bit more clear.
For 5vs5 or even 3vs3 unless you have no choice a Warrior is a bad choice for locking a Paladin down.
For 2vs2. Why can't you just kite him? Best case the Paladin burns BoF on his Warrior and then you don't have to worry about your Warrior being kited, our rage generation isn't very good when people start moving around if they're moving back and forth and such.
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05/12/07, 2:13 AM
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#74
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King Hippo
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You can still kite a bof'd warrior by judging justice on them as long as you have minor speed (boots or metagem) and you're moving out of the other paladins 30 yard cleanse range.
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The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
www.retpaladin.com
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05/12/07, 4:07 AM
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#75
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Glass Joe
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Paladin
Hello this is my first post in this forum and I am a Paladin that plays on the Whirlwind Battlegroup with a 2v2 team that ranges from 2050 to 2200, 3v3 team from 2050 to 2100, and 5v5 team that is currently 2220 something and ranked 5th I believe.
2v2:
In this bracket my team with just a warrior and a paladin playing ranked up as high as top 10 on the battlegroup but our battlegroup is dominated by caster duo teams (shadowpriest/lock, mage/shadowpriest) which are a tough combo for a warrior/paladin team to beat at times.
This bracket is very rock, paper, scissors type fights. Paladins are extremely vunerable to felhunter and mage counterspell when not resisted in 2v2. I will attempt to describe how a warrior/paladin fight would go against one combonation. Against a shadowpriest/lock team going after the shadowpriest is the only viable option to try to get the pummel off against mass dispel. This team combo is a warrior killer with a ton of burst able to be output and CC with mindblast+SW:D and shadowburn cast all on top of each other if well coordinated this is 4-7k damage in 1.5-2 seconds of playtime with almost no warning. Fears and CoT are deadly to paladins so the object is to kill the priest within the designated time limit which is by the time the paladin's bubble is down. The warrior needs to charge in at the priest with the paladin immediately using holy shock+JoR to take away PW:S which absolutely kills warrior rage generation. Casting DS is almost a must by the time 4-5 seconds elapses into the fight just as they get all their dots rolling on the warrior. The paladin absolutely must not cast any spells with a cast time out of bubble it is far to dangerous because if you are counterspelled you have just lost the fight automatically if they are a semi decent team.
The BWL spell haste paladin trinket Scrolls of Blinding Light are amazing for this combo because with paladin talents Holy Lights are able to be cast every 1.53 seconds and sometimes thats just barely enough to keep the warrior alive. Now the hardest part about this fight is balancing chain heals with the absolute best place to use HoJ. Many shadowpriest/lock 2v2 teams use deathcoil just as the paladin bubbles to give time for the priest to mass dispel. Now personally pre 2.1 I like to HoJ the warlock just after I bubble so he/she can't get the deathcoil off because they have no stun resist talents (this will be changed in 2.1 with trinkets dispelling stuns for warlocks) or another option is to use it on the priest just as the warlock deathcoils to make sure mass dispel doesn't get off. The warrior must make sure intercept is up in order to get back on the priest very fast after deathcoil fades and he either starts MB or MD again either of which are deadly spells that must be pummelled to effectively shut the team down. This is a very tricky time because a good priest/warlock team can easily dps the warrior down in the bubble+HoJ global which is 3 seconds + heal cast time which in reality is 5 seconds. This is where the fight is won or lost if the priest can't get off MD and the warrior can kill the priest before bubble pops the fight is usually won if the paladin can los the warlock fast enough so he isn't fear killed. A warlock drain life tanking a warrior with all of his dots up can very easily kill a warrior especially with the healthstone still being usable.
Now 2v2 is pretty predictable without much room for upset or adaptability on a team's part but is mainly sticking to a designed set of maneuvers described for one combo whichever works most effectively some fights being about hps and others about mana efficiency. This is just one of many tactical battles replayed the same way over and over because it is the most effective strategy and there just isn't enough variation (because of lack of people in the battle) to change this very much. This is not a very hard bracket to learn if one has the time to play against each combonation and study it in terms of their class makeup. My warrior friend and I have recently added a rogue to our roster for help with some of our harder matrix battles but I have not yet had sufficient experience in 2v2 with a rogue to say if it actually works well or not.
3v3:
As of right now I run with a warrior/paladin/warlock 3v3 team which is a fighting group designed around the warlock (demo) kiting with freedom/exhuastion, the warrior killing the main target usually priest or rogue, and myself supporting the warlock or the warrior with defensive or offensive freedoms. Because of all the mutiple combo's possible in 3v3 I won't go in depth to any one in particular other than saying that this group does work but you must be able to coordinate very well especially w/o shadowburn (exhaustion precludes shadowburn for SL) and being able to see the correct time to CC the correct targets and assist. Paladin damage is very important in this fight at the critical moments. JoR+Holy Shock should do around 1k dmg more or less and this is definitely huge when something like bop comes into play (which the warlock with the pet should be trying to dispel because his pet should be chain dispelling the main target) and when the warrior gets snared at a bad time with freedom cd already up. I can not say how many times paladin damage has made all the difference in the world in a game if applied correctly at the correct assist times.
5v5:
This is the true arena bracket my friends and myself concentrate on. First of all after reading all of the posts I want to go over a few things about paladins and arenas with their abilties.
BoS: This blessing is the main staple of any paladin especially if the other team has a rogue or sheep CC'ing capability. Most rogues in top 5v5 teams are combat specced depending mainly on white dmg and SS which are low but fast dmg abilities without the huge crits of backstab and mutilate rogues. This ability can mitigate from 1/5 to 1/3 of the rogues total dps from the target (usually with wound poison or MS) and apply it to the paladin instead. This means the paladin's healing effectiveness skyrockets because he has to heal less damage through heal mitigating debuffs but instead can heal him or herself doubling their healing effectiveness on 1/4 of the damage being applied by a rogue. This is also the ultimate anti CC tool whether from succubi or mages. (On a sidenote I have not yet tested but hopefully will soon the impact of BoS damage on breaking fears early.) This ability will keep a paladin from need to using abilities to get out of these CC's if applied correctly. Sometimes one must hide it on a dotted dps'r who isn't really getting focused or on a pet because of constant purging/dispel's on the main assist target but the paladin must always be sure to have it up. I love to keep mages as my focus target so I can always see if they are casting a sheep and make sure my BoS is on someone likely to be damaged. This saves my DS, trinket, or my priest's 1.5 second global cooldown+oppurtunity cost for other abilities he could use.
Freedom: As mentioned in a couple of posts this ability is definitely both offensive and defensive and must be balanced constantly in its use. It is the ultimate concundrum for a paladin on who to freedom the warrior/rogue to do some more dmg/CC to the person they were on or helping my priest/warlock/hunter kite out the damage being thrown on them. Since freedom is on a 20 second cooldown it REALLY hurts to choose wrong. With a paladin on the team choosing to put freedom on the wrong person at the wrong time can win or lose matches instantly because of someone dying or someone not dying and sometimes there just isn't a good choice.
BoP: Definitely the most overrated ability in the game if the other team is running anything close to a balanced team. Dispels should be coming in as fast as possible on any assist target below 60 percent especially on priests and warlocks. I personally like to use freedom and then chain holy light as my oh shit hope they live response. BoP on the other hand is much more useful when teams are doing split dps and our team needs to assist on someone giving bop to the mage or warlock in essences gives them nonkickable/nonpummelable casts making the assist go much easier. It is also great to get the MS debuff off someone for a quick heal or two. BoP can also be used proactively against certain teams usually they have shaman for bloodlust/heroism+windfury and two warriors ready to intercept and pound someone soft (usually offensive dispeller). By the time their offensive dispeller works through all of the priest's buffs usually its moot because our priest already has heroism/bloodlust gone from everyone and windfury totem is being taken down as soon as its put up. This blessing is extremely powerful against those fast burst melee teams that can't afford for the other team to have an offensive dispeller.
The paladin role in 5v5 is something I believe is only half addressed in this thread. Everyone talks about what abilities paladins can use from Holy Shock to BoS and how to use them as I just did or how they chain Holy Light to heal their teamates. All of this is definitely what paladins do but its only a part. Paladins must not only be able to play their own class but also play others. I know most possible arena matrix's and specs that would work for classes in those matrix's and I know exactly what each and every class can do and react accordingly. Many times being a paladin is like being a pyschologist in that you need to read the other player's mind and your own teamate's mind at times. PoM pyro mages are just one prime example if I see something that has the feel of a PoM coming I am definitely bubbleing and calling for the mage as the first target as my heals are being chained with no concern for mana efficiency. Playstyle is everything for a paladin needing to read when the enemy mage has enough downtime to counterspell you (which needs to be back on the global badly) and either faking out or calling out for help healing because of imminent CC. HoJ is a powerful tool if used correctly on an AP mage giving enough time for your priest or shaman to dispel it or the mage blinks and you call out for your warrior to intercept so he has 3 seconds to beat on the mage or even making it into an offensive tool on the assist trained rogue so he can't vanish or the hunter so he can't kite. Paladin healing is about feeling who is going to be damaged and how much before the damage even happens. Half the time I am halfway through a cast of holy light before they even start getting any real damage on the main assist target.
The absolute hardest part of playing a paladin is not working against the other team but working with your teamates as they move in and out of LoS estimating if you need to run in back of the pillar with the priest because otherwise he will be stunned/killed or if you need to jump down off the bridge with a fallen teamate calling for the other healer to pick up the slack. We joke about our priest in that he can sometimes come out of a great match with zero healing and zero damage done and have won us the game almost singlehandedly (BTW they need to put in a mana burned or dispel's done stat lol). A good paladin may have a lot of healing done but that is probably not what won them the game instead it was anticipation of tactics/damage/CC's saving that one precious .5 second that the warrior may have been frost nova'd but you already had him targeted because you knew it was coming and already spamming cleanse or that extra 3 yards of space your priest gained kiting the warrior because you had freedom on him .5 seconds before their warrior used hamstring.
Positioning:
This is subject that I still have trouble with is the need to always be on the move whether an enemy is near you or not. If you are standing still doing abilities teams will start to pressure you because they can see you but if you are in different places all the time and running all around the map (not coming near snared warriors/rogues for driveby kicks/pummels) they assume that you are being pressured enough already and don't start focusing on you. Also the phrase out of sight out of mind is very much in play in 5v5 arenas because if they can't see you helping your team they won't do anything to you. So staying behind enemy casters is actually a very good way to keep from being CC'd because they can't see you only your teamates. Moving around all the time also gives you the option for driveby totem killing helping your totem killer dps keep up more actual dps on players than on totems. I love standing in the middle of the melee in the bridge in our hunter frost trap because people so rarely notice me and if they do I have so many ways I can kite or CC instead of being trapped on a pillar with an angry melee or being targeted from the bridge because people notice me alone on a pillar. No matter how many mods or castbars people have they still respond to physical surroundings. If you are in the middle of everything they will assume you are be CC'd already compared to if you are standing in back or alone in the middle of nowhere punching abilities then they will come and take care of you. Also in this way I can use my abilities fast and its very hard to get out of my range rather than if I stood back and healed or supported and being on the pillars if your dps goes past the posts its so easy to take them down if you aren't on top of things while it is a lot easier to just head down the bridge with your player to finish off the 30 percent player and if they try to kill your warrior it doesn't matter because you are there with him and there aren't los problems.
My 5v5 team if based upon a longevity matrix of a lock(demo), elemental kiting mage, marks hunter, warrior, priest, paladin. This matrix really makes freedom usage a dominate issue because its so important to a longevity/kiting team to get the job done. One of the things I have noticed is that a good team can really mess up a paladin if they turn on him/her quickly because even in this sort of matrix a paladin doesn't have to kite a lot and our priest doesn't focus on healing a lot with manaburning/dispelling being top on the list. When a paladin is kiting he/she is useless unlike most other classes because of 2/3 heals having cast times while any other healer has instant cast methods to heal better than the paladin. A paladin in this matrix has to take every point of mana and milk it for everything its got whether its to finish off an enemy player with holy shock or heal your teamates pure hps healing just won't work but each heal has to be judged and this is really where anticipation proves its mettle ifyou can use an fol as your first heal proactively just as damage starts instead of being forced to use a holy light reactively thereby wasting a lot more mana.
Overall from my extensive experience in arenas paladins are a two sided class needing to understand both your own class and everyone elses and their subsequent abilities countering CC's, Damage, and Tactics before they even begin to implement them. This is somewhat true of other class but nothing on the scale of paladins since paladins are the main healers of 5v5 arenas (generalization there but a true one) this becomes a skill that is definitely required to advance your arena team. Being able to judge enemy dps switching from one person to another before they even do it is consumate skill which will win a game because you already have everything you need set in place buffs, positioning, and healing before they even start in on what they need to do in order to kill that person.
Last edited by Boldric : 05/12/07 at 5:22 AM.
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