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Old 08/03/07, 8:53 AM   #26
XI-
Does not play well with others
 
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Tauren Warrior
 
Mal'Ganis
Originally Posted by Thelyna View Post
Getting enough HP to counter two trinket mages ... brilliant suggestion that.
/shrug. I have about 13.3k hp with might. If I had kings I'd top 14k. Typically AP/PoM combo's are about ~4.5k for the pyro and 2k for the fireblast. So technically I could survive two, but the ignite tick would probably kill me, but that assumes 4 crits, and the slightest disruption/preheal would still save me. Ofc that assumes I were willing to expose myself vs a comp hellbent on gibbing a warrior.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN

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Old 08/03/07, 3:47 PM   #27
Myul
Don Flamenco
 
Human Warrior
 
Eredar (EU)
I may ask you again, who should go for the warrior (those allways have a lot of hp, could switch to defense stance and reflect the 3rd or 4th spell at last) if they can kill the priest (how many are specced pain surpression these days?) or the shaman instead? Improved counterspell, silence or any other interrupt with longer duration will completly lock their "last aid" abilities down (dispell/purge/steal/consume earthshield, disable instant heal).

And yes, it's possible to intervene a pyroblast, but allmost impossible due to connection issues (one warrior of my team was able to do it once in two seasons i can remember off now - well we lost that match anyway..).

There's allways a to big rock to counter little scissors, but i think one of the real problems is the option of stacking classes in any arena variants. Eg dual frostmage is huge in 2on2, dual warrior/mages/paladin can destroy your balanced 5on5 team any day with some intelligent backup and so on. I guess, disabling that option would help finding your own class synergies and further improve the variety and hopefully some dynamics.

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Old 08/03/07, 4:13 PM   #28
Grailyn
Piston Honda
 
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Human Warrior
 
Uther
Had a reply similar to XI's typed up until I realized I was responding to a 2 month old post in a necro'd thread.

Last edited by Grailyn : 08/03/07 at 4:19 PM.


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Old 08/03/07, 5:32 PM   #29
Vicarious
Glass Joe
 
Human Paladin
 
Blackwing Lair
Resilience is the counter to POM mages. Thread over.

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Old 08/05/07, 3:18 AM   #30
-=N_tity=-
Glass Joe
 
Human Priest
 
Jubei'Thos
Originally Posted by Vicarious View Post
Resilience is the counter to POM mages. Thread over.
If you read the forum rules they tell you to think about your post before you write it.

2 AP pyro mages will follow up with 2 fireblasts. That's about 10k damage without crits. Resilience has no effect on that. The issue is he's getting bursed down to fast.
The good thing is once the insta gib is over PoM mages aren't as good as a respective frost or fire mage, it's just a matter of lasting that bit.
You're really going to have to do your best to predict when they do it. You shaman has to put down his grounding totem a few seconds before they pop the big guns, not have it out waiting and easy to wand. The other thing you can do is hide the totem behind cover but still so you get the buff. Make sure the warrior gets the charge off so that Def stance-->Spell reflect is an option. It buys you more time. I know that's hard due to the range differences, so you might have to make them come to you. Fight on your terms.
Have a mage counterspell one of the other mages, and your shaman spam purge on the other mage, to get rid of the AP asap. Then switch to the other once one AP is gone. If you can live through that orginal burst and get rid of AP quick, you should be good.

As for the 4 plate, 1 shaman team, that's a bit harder I think, I don't have much experience with it TBH. This is how I would play it though: As said above getting rid of BoP on the warriors is crucial. Then have your mage slow them. That way you can BoF the target they're on and let them get distance. Deny them the charge so they have to use intercept to close, that way once your team mate gets distance they can't close it for another 10 seconds or so, letting the BoF cooldown tick. If you have to BoP the target the warriors are on try and do it right at the end of an MS debuff (if at all possible) so your heals count for more. Blessing of sacrifice is also an option.
Make sure the windfury totem goes down. If the shaman is Enh take it down quick. If it's Ele stick your rogue on it, it'll be almost useless. If it's Resto you'll probably have to OOM it. Make the pallies bubble asap too with CC, that way you can switch to them as a legitemate target if you need. Also, your mage HAS to get his CS off on a lockout, not just as a silence. That 10 seconds is important. That's all I can think of for now. I'll let you know if I fight more teams like that and find anything that works.

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Old 08/05/07, 5:37 AM   #31
Vazu
Don Flamenco
 
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Night Elf Druid
 
Uldum
..fire Mages are stupid easy to kill. Just don't give them an easy target to Scorch up. Remember that those Mages *DO* need a target. Give them a SL Warlock. Make them come out from behind pillars by spamming dots, etc etc. But for the love of god, don't charge these groups. Don't give them a Warrior. Also remember that heavy magic DPS teams tend to have rhythm. They are somewhat poor at adapting if you fuck with their timing. Fear one of the Mages. Make him re-orient himself before he can keep casting. Cycle CC between the Mages and keep constant pressure on them. Do anything to take them out of their "we do this to kill 1 guy" trick. Heavy magic DPS teams almost always do the same shit. They pick a target and try to kill it as fast as possible. Warriors need to be ready to Intervene away. Have a healer posted near a pillar so he can shoot back if needed.

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Old 08/06/07, 4:16 PM   #32
Astrik
Von Kaiser
 
Night Elf Warrior
 
Doomhammer
Originally Posted by AndrewCarr View Post
He shields when they pop AP and just heals through the damage I'm taking, since we know they're going to open with PoM pyro(if they try to duke it out with us, one's going to be trapped, and the other's going to get raped).

It's like, see AP go up? Shield, heal through it.
This shouldn't really work though. Once you see AP going on me, it will already be too late. One mage should improved CS first, then they both let loose with their ap-pom-pyro macros followed by fireblasts. Then the second mage should CS again for good measure while they run in and blastwave if you are not yet dead.

If the pally shields preventively, you run the risk of them blinking back out of LOS and waiting it out... or forcing you to overextend yourself and LOS your healer in which case they will be able to gib you anyway.

Best bet is to try to CC a mage or both of them as soon as possible to disrupt them. Whatever instant CC you have should work.

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