There's a Hunter/Priest pair that's currently 3rd in our 2v2 rankings on Stormstrike. My friend and I 2v2 super casually(mage/rogue lolol trinket nerf) and faced them on their way up - it's pretty brutal. You're constantly kited through frost traps, cleaned of every possible buff, and manadrained into the ground.
Many teams involving a hunter are mostly teams that burn someone down quickly before they have time to abuse LoS. I recently fought a Hunter and Shadow Priest and they managed to win once because they nuked my Warrior friend down, then they managed to put silence off and I didn't have enough time to Divine Shield, FoL+Holy Shock heal so our warrior ended up dying. :P
Hunter and Rogue/Feral Druid is also a nice setup for an "assassination" attack on the weakest target. -.-
I tried 2v2 with a moonkin druid and we'd totally demolish some teams and other teams would defeat us pretty handily. In particular, rogue biased teams would just get smashed. They could sap me and never find my partner. Sometimes they tried to chase down my partner while I unloaded with arrows and CC'd as much as I could. Warrior/Paladin teams would also be quite vulnerable as we'd just cyclone/root/kite the warrior as much as we could and he'd nuke heavy on the paladin. If the warrior was fairly weak in gear, cyclone the paladin and killing the warrior quickly was good. We were very low in ratings though so the bracket had an impact in our tactics.
We didn't take it too seriously though and stopped after about 3 weeks. I think our rating was like 1650 or something by the end. I don't remember anymore sadly and I think that data is gone from the armory.
What I do remember was that any group with a warlock resulted in a loss very very frequently.
I imagine if we took things a bit more seriously we might have done a lot better. However, a strong warlock's dots (especially affliction locks...) were typically too much for a moonkin to out heal while also staying alive/kiting/cycloning.
A strong PVP-oriented resto druid might work better. In particular, the druid should have enough points for feral charge and be agile enough with cyclone and LoS. I think with the change in spec and tactics, a druid could work very well with a BM hunter.
Edit: fixed up some lazy grammar/sentence structure.
I imagine if we took things abit more seriously we might have done a lot better. However, a strong warlock's dots (especially affliction locks...) were typically too much for a moonkin to out heal while also staying alive/kiting/cycloning.
Not really tbh.. A Moonkin Druid and a Hunter can easily burn down an affliction warlock if he's rooted and stunned to be kept in place because he's really squishy without Soul Link, and a well geared Moonkin can easily outheal his dots with Regrowth, Lifebloom and Rejuvenation and you can outlast the second opponent easily.
But I never could find much discussion or thoughts on the issue since rogue/hunter is a nonstandard combo, and after these trinket changes, ugh.
Not sure if someone else responded to this ...
I've only done a little arena play, but most of it was with a rogue as my 2v2 partner. I found that I was a great decoy for him -- he'd get most of the good kills, etc. Sap was really handy on caster teams, too, as it meant that I only got POM'ed by one mage. When I rolled with our warrior instead, he tended to get insta-nuked right off the bat, and then I'd follow. (I have yet to play w/ a healer ... )
So ... Hunter+Rogue has its merits. I jsut can't claim that it's at all optimal.
Well Hunter + Healer isn't really working out too good, because if you want to make it as a hunter in top rating 2v2, you really need to rely on killing someone fast so they can't abuse LoS against you.
That's a good point Solheim, the moonkin was definately a threat if left alone even with respect to dps. In retrospect, that helped keep the perma-deadzone tactic in check.
Well Hunter + Healer isn't really working out too good, because if you want to make it as a hunter in top rating 2v2, you really need to rely on killing someone fast so they can't abuse LoS against you.
I disagree with this, if you're playing against good people they don't need time to start LoSing. If they stay away from you and your partner well enough you're gonna have a hard time burning someone down before you run outta mana (which I think is the biggest issue with hunters atm).
We play with holy priest/hunter and we're #1 on Stormstrike as of last night. Most of our games involve outlasting the other team with a scorpid pet and viper sting.
We play with holy priest/hunter and we're #1 on Stormstrike as of last night. Most of our games involve outlasting the other team with a scorpid pet and viper sting.
I play in a Warrior/Paladin team, fuck yeah! And we managed to lose vs a MM Hunter with a Scorpid once because we didn't kill the pet and I didn't cleanse Scorpid Sting. Once I got Viper Sting on it burned my mana, so I tried the same thing with my hunter friend, he leveled up a Scorpid, respecced MM and we tried it in 2v2, and it didn't work out at all for us.
As a Warrior/Paladin we have no problem at all vs any team with a Hunter with a scorpid pet. We can LoS and kill your pet, then you're a goner..
Well I'm going to be 2v2'ing with a Moonkin, I'll let you all know how it does. Rogue + Hunter used to be a great combo, I floated around 2300 with that last season, but any warlock & any paladin team will beat you, and with the recent trinket nerf, you're a lot worse We did play a Holy Priest + Hunter 2v2 from our same server though, other faction, and beat them every time we played.
I'm wonder how you guys deal with paly+war as a hunter+healer setup since it seems some ppl do it OK (2000+ rating at least, we've rarely topped 1800). Personally I'm a resto shaman with a MM hunter and the only chance we have against those teams is bad play on their part. I.e. doing something other then warrior attacks hunter and pally either stays in deadzone/melee or LOS's. If they do that however, it is pretty much impossible for my hunter friend to really do any damage - even if I purge of BoF immediately he's still hamstrung, not to mention intercept, so he's stuck in melee. Does the hunter *need* to have entrapment (we are pve specced admittedly)? Or I guess holy priest teams win through MB from the priest although I can't see why a good pally couldn't LOS those nearly as well. How a druid+hunter would win I can't fanthom.
I'm wonder how you guys deal with paly+war as a hunter+healer setup since it seems some ppl do it OK (2000+ rating at least, we've rarely topped 1800). Personally I'm a resto shaman with a MM hunter and the only chance we have against those teams is bad play on their part. I.e. doing something other then warrior attacks hunter and pally either stays in deadzone/melee or LOS's. If they do that however, it is pretty much impossible for my hunter friend to really do any damage - even if I purge of BoF immediately he's still hamstrung, not to mention intercept, so he's stuck in melee. Does the hunter *need* to have entrapment (we are pve specced admittedly)? Or I guess holy priest teams win through MB from the priest although I can't see why a good pally couldn't LOS those nearly as well. How a druid+hunter would win I can't fanthom.
I play with a hunter, and paladin/warrior is one of our easier teams. Scorpid pet + Viper Sting drains the paladin's mana and you kill the lifeless paladin.
There are two ways for the warrior to play:
1) If the warrior is on the hunter, I just heal him through it and drink whenever I can. The hunter helps keep himself alive by using Deterrence, freezing traps, and scatter shot.
2) If the warrior is on me, I just keep myself alive and out in the open, away from the paladin, forcing the paladin to come into the open to heal. My hunter can then DPS the paladin without LoS issues.
Druids are amazing because of cyclone, root, feral charge, their ability to run away from dangerous situations, and their ease of getting out of combat to drink. I think they pair well with any DPS class in 2v2.
Well, my hunter doesn't have deterence (pve spec) or a scorpid pet (I'm going to have to make him get that). But even if he did, what happens when the pally decides to stay at melee range instead (this is the case when we really loose, when the pally tries to play los games through my shocking his heals and silence+viper we sometimes win against inferior teams)? You cannot get away from him because of hamstring on you + BoF, you could maybe trap him, but he could bubble or trinket if there was even a slight chance the warrior would die (which is extremely unlikely in any case, hunter killing a war in melee in 15-16 secs), and if he's in melee range you won't be getting off many viper stings, or doing any damage. And of course you can't both put up poisons and trap him at the same time.
Would entrapment really enable you to get the range often enough to matter? On paper it doesn't look that way to me but I can't see much else.
Admittedly most paladins aren't smart enough to do that at least at my rating and they try to LOS, but when they do it it's simply a slow death for us with the pally usually at about 80% mana as I run OOM healing through MS while he heals through hunter melee damage.
Entrapment is an amazing, amazing talent. It really is that good against any melee class.
I played Ecks' team as Mage/Rogue on BEM. Talk about a fucking nightmare - they just kited us back and forth through a frost trap with Ecks dispelling/manaburning/healing and generally hots and stoneform were enough to keep the hunter up when we managed to get a decent CC chain on him. Very frustrating, and with the ability to wipe out BOF and force the paladin out of LOS(priest has manaburn + hunter has viper sting = paladin cannot afford to just chill out visible and healing) would just be brutal.
But yes, Entrapment really is that good. And this is the nerfed version. I remember the old version that had the trap aura around the hunter and procced constantly.
I remember those days so fondly, that had to be the single most absurd WSG talent out of any class. Aura around the hunter, simply follow your flag carrier, anyone who gets close is snared.
Another favorite was laying it at the entrance to the Warsong base roof ramp- Trap at the entrance, ranged casters + hunter up on the top ledge of the ramp to rain down death while people struggle through the trap.
It also used to have an interesting bug where the proc percentage went UP for each additional person in the aura. You could use it on Nef stage three, and 98% of the spawns would come up instantly rooted.
I'm wonder how you guys deal with paly+war as a hunter+healer setup since it seems some ppl do it OK (2000+ rating at least, we've rarely topped 1800). Personally I'm a resto shaman with a MM hunter and the only chance we have against those teams is bad play on their part. I.e. doing something other then warrior attacks hunter and pally either stays in deadzone/melee or LOS's. If they do that however, it is pretty much impossible for my hunter friend to really do any damage - even if I purge of BoF immediately he's still hamstrung, not to mention intercept, so he's stuck in melee. Does the hunter *need* to have entrapment (we are pve specced admittedly)? Or I guess holy priest teams win through MB from the priest although I can't see why a good pally couldn't LOS those nearly as well. How a druid+hunter would win I can't fanthom.
A shaman has very few means of helping a hunter in such a situation. As you mentioned, your best shot is to purge BoF as soon as possible, and yes as your combination I do think you need entrapment.
As a druid I can keep a warrior away pretty much alone. We usually even go with freezing trap just for some extra CC which the paladin needs to remove. Otherwise it's all my job. It's pretty much all about cycling through your CC spells while keeping an eye on duration timers and diminishing return resets. Addons such as Natur Enemy Castbar helps incredibly. Typically I start with a 6sec cyclone, follow up with a 3sec cyclone while keeping HoTs up for any damage the warrior might do inbetween. 1.5sec before 2nd cyclone expires, I switch to roots. 12sec roots and then load the warrior with junk debuff such as moonfire rank 1 and faeri fire rank 1. The paladin then has the choice between BoFing the warrior or dispelling him. If he dispels, I load new debuffs and reroot while keeping HoTs on hunter until cyclone timers are up again, at which point I switch back to cyclone. If he BoFs the warrior I just heal through it, typically we try to save the scatter shots for these occasions. I don't know how many times I say "cycloning warrior", "rooting warrior" or "diminishing returns, will have to heal you" on vent during such a game. The hunter can then act accordingly, typically trying to scatter and maybe also trap the warrior during BoF.
Thats to a large extent how those matches look. My experince is that going for the hunter is just a timesink. I can't remember any time I've let my hunter die to a warrior since they have no way to stop my heals unless paladin runs up to HoJ me, at which point he leave himself open to the hunter. Going for hunter does help the paladin survive longer, but they're still not killing anything. And sooner or later he still runs oom.
Theres really not much a pala/war team can do about it. Some play it defensively, BoFing paladin to make it easier for him to avoid hunter and keeping warrior on hunter to make it harder for him. Those tend to be the longest games, but also those we pretty much win 100%. Some play it a bit for offensive and BoF warrior. That generally takes a bit more of my mana as I have to heal through more damage, but it also means the paladin is without BoF. Some play it very offensive and attack me both. A well timed mace stun combined with JoJ and HoJ can make my life hard, but that means the paladin is all out in the open getting mana drained extremely fast. All in all we've become good enough to stay alive to win roughly 90% of those matchups, with the losses usually due to chain mace stuns or sword specs on me, combined with some assisting from the paladin.
A really good BM Hunter + UA Warlock is really, really nasty.
It requires some very good CC but the burst potential is pretty amazing.
This is what my partner and I are trying out, although we don't have the greatest gear, we have done some good damage to some teams. There are a couple good coutners to our setup, paladin / demon lock comes to mind, but we counter most popular teams.