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05/21/08, 1:51 PM
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#1651
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Glass Joe
Night Elf Rogue
Sisters of Elune
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Ive never played beyond 1900s as Disc//Rogue, but Hunter//Druid is pretty hard. I've found Zuggy's advice good all around, and Ive had pretty much the same experience he has.
Priest / Rogue vs. Druid / Hunter 2v2 Arena Strategy | ZugGaming
First line: Without a doubt the rogue / priests most difficult combo to face.
Which is pretty much true. He goes on to elaborate, but the basic idea is that Disc//Rogue cannot outlast Hunter//Druid. They have stings and a pets, which pretty much drains the priest and stops him from drinking. Their druid can CC exceptionally well, and is pretty much free to drink with a hunter that has any idea how to play. While killing the pet is nice, it is highly unlikely, as smart druids will have no problem keeping it up.
Ive never played as high as Zuggy, but the best way for me to beat this team is to focus the druid. While this is not his strategy, that is partially because it absolutely will not work at higher levels. The only way it works is if at least one of the players is very bad. At the 1800s+, it happens surprisingly often that the hunter wont coordinate peels with his druid, or that a druid will kite me and neglect CC and healing the pet. Essentially, it relies on an overconfident druid and two over focused players... I'd advise queue dodging any team with a semblance of intelligence.
Against good team, the druid, rather then continuously trying to flee, will kite me to the druid, scatter-trap, imp wing clip, followed by cyclones and roots and probably another scatter trap generally cause a loss. While the priest can dispel most of these snares, it forces him to come into LoS and the druid will be too far away unless Shadowstep is up. If we try to dispel most of the traps, it simply changes to frost traps if they didn't start out that way. And with the priest stepping into LoS of the hunter for dispels I tend to hear "Out of mana" on vent and the match ends shortly after.
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05/21/08, 3:27 PM
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#1652
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Piston Honda
Human Paladin
Doomhammer (EU)
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You might want to keep in mind that this guide appears to be set in the AR/prep era, so "burst or die" and "catch the druid before you run out of snare breakers" doesn't 100% apply. That said, the fact that you die if you can't blow either the hunter (most likely) or druid up is still intact.
Edit: seems I was wrong, but he still suggests no Shs, so the guide still doesn't 100% apply to most of us 
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05/21/08, 3:41 PM
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#1653
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Piston Honda
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Most of the folks on arenajunkies will recommend a Mut rogue to pair with Disc priest. A mut rogue can drop a lot of burst on a target during a KS, a little help with Mind Blast -> SW:D seals the deal.
Last edited by Jakani : 05/22/08 at 2:45 PM.
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05/22/08, 3:01 AM
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#1654
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Glass Joe
Night Elf Rogue
Sisters of Elune
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Originally Posted by mofidik
You might want to keep in mind that this guide appears to be set in the AR/prep era, so "burst or die" and "catch the druid before you run out of snare breakers" doesn't 100% apply. That said, the fact that you die if you can't blow either the hunter (most likely) or druid up is still intact.
Edit: seems I was wrong, but he still suggests no Shs, so the guide still doesn't 100% apply to most of us 
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While it is true that he runs a different spec, and like mutilate, which is suggested above, has less snare breakers and more burst. I still feel most of it applies. Running out of snare breakers has never been the real problem for me. It's the priest running out of mana. With a pet, a hunter, and the occasional moonfire, my priest has to work very very hard for even a tick of water, and viper sting hurts, especially when the pet is preventing dispels from time to time. The druid on the other hand, has to do very little to get away with a well coordinated hunter. You will get kited even as ShS, and without 4 pc t6 and warglaives, I don't see anyway of bringing down a well-coordinated team... if you could even then. Basically, the nuke idea is *less* effective, because of the decreased burst of ShS, but still the *most* effective, because the longer the game lasts, the more the match leans heavier and heavier in the other teams favor as they win the mana war.
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05/22/08, 8:53 AM
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#1655
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Piston Honda
Undead Death Knight
Draenor (EU)
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Rogue/Hunter
Hi there, I'm currently leveling a rogue (46) and my IRL friend is leveling a hunter (66) and we want to make a 2vs2 team when we ding 70 and get some pvp gear.
My question is, can anyone help me with the right tactics vs what combo's? What spec should I take? (I prefer Mutilate tho). What spec should he take?
Any movies I should watch? (I have Jacktrapper 2300)
Any posts here or on other forums with excelent tactics I should read?
ANYTHING that can help me with a rogue/hunter team is appreciated.
Thanks.
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05/22/08, 10:15 AM
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#1656
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Piston Honda
Human Paladin
Doomhammer (EU)
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You'll want to start with something else, really. Hunter/rogue is from my expirience the hardest to coordinate and hardest on personal skill of all double DPS setups (which are by themselves already tons harder than most DPS/healer) due to hunter "survival mechanics" and how they need to apply their CC. I play with one of the better hunters on the realm (pre-TBC, atleast) and my play comfortable settles above the 2k mark, but still fairly low rated teams can give us lots of trouble. We lack alot of synergy (hunter doesn't have a mic) and the fact that my PC barely runs WoW anymore (vanish, 5 seconds, CS, hunter dead) makes it a really steep learning curve.
It can be a very succesful, without a doubt, but if you just started those two new chars you'll most likely struggle to stay above 1.4-1.5k, depending what battlegroup you're on. To put things in perspective, my rogue/PoM mage (both in Q blues/karazhan gear) is about as high rated as my rogue/hunter (myself in full S3/some PvE pieces and hunter in mainly S2/S3).
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05/22/08, 11:44 AM
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#1657
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Piston Honda
Undead Death Knight
Draenor (EU)
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Well I dont doubt the skills of my hunter friend, it's a new char yeah but he learns his class real fast, real good normally. I however ... :p
Guess we'll have to see Jacktrapper 2300 over and over again to see what tactics they use and when and keep practicing it even if we are stuck at 1500 for some time.
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05/22/08, 2:52 PM
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#1658
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Piston Honda
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Well, the basic idea is to chain CC on one target and kill the other. It's not about burst damage. Jacktrapper is a 0/41/20 Marks/Survival Spec and his rogue is 20/0/41 Shadowstep.
The comp relies almost entirely upon the rogue setting up a CS + KS on the primary target in the hunter's LOS while the other player is CC'ed. That's the opportunity they look for, and they're very good at setting it up. Jack is also very good at kiting. He said himself that if he "gets caught," they lose. If you watch the video, you'll see him frequently trinket hamstrings when it's most beneficial to him just to get out of melee range.
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05/23/08, 1:33 PM
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#1659
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Banned
Night Elf Rogue
Dark Iron
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The new sso stealth trinket is pretty sweet but what is the point of the pet that it summons? Having this little cat here sorta gives away my position, now doesn't it? Who's utterly ridiculous idea was this?
Is there some point or purpose to it that I'm not aware of? What kind of stupidass idea is it to break out a pet while still stealthed? I don't understand.
In other words.. why would this NOT be a bad idea? I really dont want a pet appearing (even if it is very small) and just randomly tooling around beside me. Everyone knows this trinket by now so they're gonna know theres a rogue there.
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05/23/08, 1:48 PM
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#1660
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Don Flamenco
Human Rogue
Kor'gall (EU)
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Originally Posted by Storming
The new sso stealth trinket is pretty sweet but what is the point of the pet that it summons? Having this little cat here sorta gives away my position, now doesn't it? Who's utterly ridiculous idea was this?
Is there some point or purpose to it that I'm not aware of? What kind of stupidass idea is it to break out a pet while still stealthed? I don't understand.
In other words.. why would this NOT be a bad idea? I really dont want a pet appearing (even if it is very small) and just randomly tooling around beside me. Everyone knows this trinket by now so they're gonna know theres a rogue there.
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It's not really that hard to pop the trinket after you open, is it?
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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05/23/08, 3:09 PM
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#1661
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King Hippo
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Originally Posted by Grunge
It's not really that hard to pop the trinket after you open, is it?
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I think he means if he uses the trinket, then suddenly gets focused or for whatever reason needs to Cloak/Vanish and hide for a few seconds until he can get a heal. The cat will gladly let the opponents know exactly where you are the entire time.
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05/25/08, 6:54 PM
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#1662
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Piston Honda
Night Elf Rogue
Silver Hand
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Originally Posted by drumbum
I think he means if he uses the trinket, then suddenly gets focused or for whatever reason needs to Cloak/Vanish and hide for a few seconds until he can get a heal. The cat will gladly let the opponents know exactly where you are the entire time.
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If you click the buff off the pet stays?
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05/25/08, 10:17 PM
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#1663
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Von Kaiser
Night Elf Rogue
Tichondrius
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Originally Posted by Storming
The new sso stealth trinket is pretty sweet but what is the point of the pet that it summons? Having this little cat here sorta gives away my position, now doesn't it? Who's utterly ridiculous idea was this?
Is there some point or purpose to it that I'm not aware of? What kind of stupidass idea is it to break out a pet while still stealthed? I don't understand.
In other words.. why would this NOT be a bad idea? I really dont want a pet appearing (even if it is very small) and just randomly tooling around beside me. Everyone knows this trinket by now so they're gonna know theres a rogue there.
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Don't use that crappy trinket for PVP and maybe you won't have to deal with a pet following you.
Why would you use that trinket in the first place?
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05/25/08, 10:43 PM
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#1664
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Glass Joe
Undead Rogue
Scarlet Crusade
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It's a decent trinket if you don't have access to Zul'jin.
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05/26/08, 3:28 PM
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#1665
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Von Kaiser
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How would a Paladin/Rogue combo work out? I recently rerolled a Rogue, and my friend that I used to PvP with as a Warrior/Priest, is rerolling a Paladin with me. Granted, we're not looking for anything in the high 2000's, but we'd like to see a rating of at least of a 1850-1900. I have heard this combo wasn't as good as others, any suggestions, opinions, comments?
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05/27/08, 1:11 AM
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#1666
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King Hippo
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Originally Posted by Cos-
If you click the buff off the pet stays?
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Yes, the pet will stay the full 15 seconds even if you click the buff off early.
Originally Posted by Vestalina
Don't use that crappy trinket for PVP and maybe you won't have to deal with a pet following you.
Why would you use that trinket in the first place?
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What makes you think it's a bad trinket? [Figurine - Shadowsong Panther] is only slightly worse than [Berserker's Call], which is considered the best PVP trinket by most people.
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05/27/08, 12:13 PM
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#1667
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Piston Honda
Night Elf Rogue
Doomhammer
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Originally Posted by Chaggi
How would a Paladin/Rogue combo work out? I recently rerolled a Rogue, and my friend that I used to PvP with as a Warrior/Priest, is rerolling a Paladin with me. Granted, we're not looking for anything in the high 2000's, but we'd like to see a rating of at least of a 1850-1900. I have heard this combo wasn't as good as others, any suggestions, opinions, comments?
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Pallies have a really tough time in 2v2. I could see this combo working to some degree against War/Druid (freedom on rogue, justice on druid). Overall Pallies are just super-vulnerable to interrupts/curse of tongues/CC/ManaBurn without adding too much offensive power or CC (compared to priests/druids/shammies). That being said, it's possible to play well with almost any composition and reach the 1800-1900 range.
Sidenote:
I have fought several RetPally/Rogue combos in the 1900 range.
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05/27/08, 1:10 PM
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#1668
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Von Kaiser
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Originally Posted by Darlal
Pallies have a really tough time in 2v2. I could see this combo working to some degree against War/Druid (freedom on rogue, justice on druid). Overall Pallies are just super-vulnerable to interrupts/curse of tongues/CC/ManaBurn without adding too much offensive power or CC (compared to priests/druids/shammies). That being said, it's possible to play well with almost any composition and reach the 1800-1900 range.
Sidenote:
I have fought several RetPally/Rogue combos in the 1900 range.
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I have seen a few of those on the tournament realm server. Does a Paladin generally fare better in a 3v3? We picked this composition simply due to us choosing Paladin/Rogues on PvP Test servers and just having an amazing time, taking on easily 4-5 people at a time.
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05/27/08, 2:18 PM
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#1669
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Piston Honda
Night Elf Rogue
Doomhammer
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Pally/Rogue will be fantastic in BGs, but any healer + dps can do a great job there. 3v3 is not much better to pallies, but there are some great combos that run with them. In general, pallies are easy to lock down, and in arenas being locked down means that your partner dies. If you have a War/Priest team, I'd really suggest running Pally/War and Priest/Rogue. Pally/War isn't as dominating as it once was (due to the pally issues listed above), but both of those are very solid comps.
Despite all these things, you can get to the 1800 + level with any healer if you have the skill (and take the time to gear up). I remember some brutal fights with Pally/Hunter even in S2 (1800 range, so nothing amazing).
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05/27/08, 2:42 PM
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#1670
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Piston Honda
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Ret pally/rogue can be pretty potent, actually. I've run into a few of them. The burst damage of a ret with the control of a rogue can lay waste to someone pretty quick, and you have bubble, bop, and offheals as needed.
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05/27/08, 3:13 PM
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#1671
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Von Kaiser
Undead Rogue
Burning Legion (EU)
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Originally Posted by rehtonAesoohC
I have a question for you rogues.
I play on a disc priest (myself)/rogue team. I have fairly crappy PvP gear, having all s1 armor with all s3 offpieces (412 resilience). My rogue partner has 10,400 HP and 400+ resilience, and no access to PvE gear. He has both s2 maces, 2 s3 pieces, 2 s2 armor pieces, and the rest s1 armor.
The first week we played we sailed easily up to 1670, then stopped there and called it for the week. This past week we got facerolled by hunter/druid teams over and over again all the way back down to 1500.
I was doing my best to keep the hunter dispelled of HoT's and abolish, but by the end of the match, I was just running around with 0 mana with viper sting on constantly. Oh and the rogue is specced shadowstep. Do you have any suggestions?
Also, what are some counter-comps that we should look out for and avoid if possible?
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This is a though one for disc priest / rogue. You want the two thing basically, first the pet killed and not resummoned and second, the hunter oom. Its one of the harder setups for dpriest/rogue. Try top sap the hunter (if he has flare down, shadowstep sap), avoid traps! Go on the pet, the priest has to help here with MB and SW  ! Try also to get a manaburn off and fear after sap, continue burning and stay happy while you eat cyclones. After the pet is down and the hunter is oom, its not that hard anymore. The rogue stays on the hunter, manaburn any resting mana on the hunter in the rogue stuns. Make sure he doesn't resummon the pet, have the rogue kick it summons. You can basically just stay on the hunter with SND and expose armor running (and ALOT of shiv's this make the druid waste even more mana trying to get all the poisons off) and the druid will eventuelly run out of mana (the priest can help here with fears and more manaburns), also the priest is free to drink now with no pet, if you do it smart you can easily drink somewhere cause the druid has to baby sit the hunter when he's oom with a rogue on him. THIS IS NOT EASY, ITS HARD, IT REQUIRES PRACTICE AND SKILL, EVEN MORE SKILL AT HIGHER RATINGS, good luck!
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05/27/08, 8:40 PM
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#1672
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Glass Joe
Night Elf Rogue
Norgannon
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Originally Posted by Vestalina
Don't use that crappy trinket for PVP and maybe you won't have to deal with a pet following you.
Why would you use that trinket in the first place?
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I actually prefer this to berserkers for the 1.5 min cd and slight improvement in stealth. With 1.5 min cd i can force pressure on one target and blind the other and if the other target most of the time healer, trinkets the blind, i know i have a 30 second window where blind, my trinket, and the other targets trinket won't be up where I'll be able to run a blind/sap/fear combo and kill the other target. Just my 2 cents
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05/28/08, 1:43 AM
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#1673
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Glass Joe
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Originally Posted by rehtonAesoohC
I have a question for you rogues.
I play on a disc priest (myself)/rogue team. I have fairly crappy PvP gear, having all s1 armor with all s3 offpieces (412 resilience). My rogue partner has 10,400 HP and 400+ resilience, and no access to PvE gear. He has both s2 maces, 2 s3 pieces, 2 s2 armor pieces, and the rest s1 armor.
The first week we played we sailed easily up to 1670, then stopped there and called it for the week. This past week we got facerolled by hunter/druid teams over and over again all the way back down to 1500.
I was doing my best to keep the hunter dispelled of HoT's and abolish, but by the end of the match, I was just running around with 0 mana with viper sting on constantly. Oh and the rogue is specced shadowstep. Do you have any suggestions?
Also, what are some counter-comps that we should look out for and avoid if possible?
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We lost to this team repeatedly until we came up with the strategy of mana burning the hunter (only the hunter) and doing everything possible to kill the pet. There is little point burning the druid, and no point in trying to LOS viper sting. While you still have mana, get rid of the hunters. He'll go oom before you do. Once he's oom and the pet is dead, sit on the hunter.
The difference between high and low rated hunter/druid teams, when you fight them as priest/rogue, is their ability to keep the pet alive. Burst it as hard as you can - it has no resil. Stun it out of LOS. Use every trick in the book, because against a reasonable hunter/druid team, you will not win if you cannot kill that pet and prevent a revive.
The whole idea of burning the hunter is to force him to drink before he can revive his pet. A single cyclone is enough time for a revive cast, so keep him oom with mana burns and don't let him out of combat. We have won many a game where 3 minutes in, my priest is on 40% health 0 mana, their hunter has ~500 mana, and their druid has 90-95% - as long as the pet is dead, and the hunter is oom, it is VERY hard for them to force a kill with your rogue hammering on their hunter.
Very well played hunter/druid is probably about as counter-compish as it gets. I've only played up to around 2k, finally having enough points to buy my shoulders this week after the mainhand 2 weeks ago, but in general, warrior teams are the dangerous ones. Shaman/Warrior and Druid/Warrior both tend to be eithier hard fought wins or tight loses, but with the druid games taking twice as long. D Priest/Rogue is very flexible though.
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05/28/08, 1:14 PM
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#1674
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Piston Honda
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Originally Posted by Chaggi
How would a Paladin/Rogue combo work out? I recently rerolled a Rogue, and my friend that I used to PvP with as a Warrior/Priest, is rerolling a Paladin with me. Granted, we're not looking for anything in the high 2000's, but we'd like to see a rating of at least of a 1850-1900. I have heard this combo wasn't as good as others, any suggestions, opinions, comments?
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Holy Pally + Rogue is tough in arenas because it has real trouble against very common combos like war/druid and priest/rogue. I play in the 1700-1800 range with this combo and we struggle with these teams because in the first scenario if the rogue gets on the druid the warrior will charge the rogue and hamstring him > good luck catching that druid after that even with BoF and JoJ the warrior is going to burn you hard if you go on the druid and of course you can't snare the war with crip poison due to abolish. Best bet we have found is to stun/blind/sap the druid and drop the warrior which is hard.....of course if the war/druid team you face is dumb enough not to get the war on the rogue as he heads for the druid you are sorted.
Anything with a priest will mana burn your pally and dispel bubbles, hunters will viper sting your pally, locks will mana drain your pally and throw on curse of tongues which blows a lot, mages will counterspell heals......pallies are just so incredibily easy to neutralise/interrupt/drain and other than an occassional stun they have no real CC/snare etc themselves to peel off you if you have a warrior etc on you. Against a priest/rogue get on the rogue - both of you + consecrate - and force heals from the priest using cc on the priest to pressure him. Against shaman/war get on the war and out mana him - keep moving AWAY from windfury totems.....or take them out.
Curiously however pally/rogue really shines v double DPS due to BoP. My team destroys mage/rogue and rogue/rogue teams 75% of the time - you just need to survive the initial burst and regroup to heal.
Bottom line - pally/rogue is hard because it has a lot of counters. Ret pally rogue might be OK i guess but honestly.....that combo sucks against holy pally/rogue. Ret pallies can't heal for jack and have very little mana - if they dont drop you fast they're doomed against a team with heals.
The stun blind sap rotation is what wins games for us - normally second time around after the target has trinketted the first time (because it is up to 26 seconds of CC done right - save CloS and stonform (if you have it) for the vanish/sap)...........and dont start that rotation unless energy is on full - pally blasts are ready and DPS target is already somewhat wounded.........good luck if you try this combo - i've played it absolutely tons and enjoy it - but it's seriously hard and at times the temptation to group with another rogue or a druid or almost anything other than a pally are strong :P You have to encourage your pally to play quite offensively.
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05/29/08, 9:10 AM
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#1675
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Glass Joe
Gnome Warlock
Aszune (EU)
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I was wondering. I have been playing my roque now for a while and i mostly do pvp. I grinded for all my vindicator stuff and got both s1 maces. I am currently shs specced.
My question is about the; ignoring someone armor stat*. Yesterday i done MGT heroic and got the sword from kael. It ignores like 127 armor or so from the opponent. Butt how important is this stat? Is it for example better then the s1 off hand mace? De dps is a little higher butt i am missing the + 10 resillince and crit and hit chance. And is has lower top dmg which isnt good for hemo if iam correct..
And at what point is ignoring someone armor viable? I now have like 400 or so, when i als o wear the boots the dropp from Kael instead of vindicator boots and when i use the sword as an offhand.
So is it worth going for this kinda armor or should i only use it for pve?
thnx, in advance for your replies
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