It simultaneously removes one magic, one disease and one poison with one cast. You can remove viper sting, devouring plague and shadow word: pain with one cleanse.
On a somewhat related note, am i correct in assuming that you can use purify to remove viper sting when you have Unstable Affliction on you?
This is a good tip, yes, you are correct that you can do that.
Cleanse is just as fast as Dispel for trying to clear a target of debuffs if they have both poisons and Magic effects on them... However, the main source of poisons in PvP are rogues, who can reapply poisons as fast or faster than you can cleanse them, while almost all classes that apply magic debuffs also apply "garbage debuffs," Like Shadow Embrace, Shadow Weaving, Misery, Winter's Chill, etc. As a result, cleanse in general simply isn't as powerful as it used to be in PvP.
While cleanse sounds good on paper, I think a prime example showing its weakness is 2v2 against a Shadowpriest/Rogue -- in theory, cleanse should be able to sweep both attackers debuffs off the target quickly, right? Doesn't happen that way in practice, because the Paladin has only a 1/2 chance of dispelling a SWP/VT, and only a 1/2 chance of dispelling the poison that the rogue can't immediately shiv back on -- if he happens to dispel a Misery, Shadow Weaving, or offhand poison, it's immediately reapplied, and he's basically just wasting time. While Priest's Dispel wouldn't help remove the poisons at all, his chances of actually dispelling one of the dots are significantly higher (5/6 I believe?).
Additionally, I think the popularity of a class has little bearing on its presence at high levels of play. If this were the case, hunters would be more populous on high end teams than druids or shamans. Going back to the original analogy, a star soccer player cant just decide he wants to be a star basketball player instead. If a hardcore PvPer is hindered by his class, he can just roll another one.
Popularity amongst PVP-inclined arena players, not every generic player signing up to raid or roleplay or whatever. Sorry if that wasn't clear.
Pretty surprised with the rather low score of mages.
In my opinion still one of the best pvp classes when played well.
I guess it's hard to play a mage how they are supposed to be played.
Pretty surprised with the rather low score of mages.
In my opinion still one of the best pvp classes when played well.
I guess it's hard to play a mage how they are supposed to be played.
Mages do terrible at longevity. They are one of the best support classes, on top of fair damage assuming no Paladin/Priest to remove debuffs. But if a Hunter, Warlock or Priest is present - and their mana is being affected, its a losing battle. I have seen 1? I think Frost Mage/Holy Priest combo at 2000+, they did well, but the mage ran out of gas. Its hard to compete when you are one of 3 classes that is wholly mana dependent, and cannot drink at all vs. a good team. Not to say that a Mage with another DPS class (Lock or Rogue, or even Frost Mage) can't do great . But as Resilience and HP climbs higher and higher, mage drops lower and lower.
EDIT: This is also a little off topic - but I guess this falls within the realm of "Fix Mana Regen Blizz" - i.e If Casters could all regen mana at a better rate, maybe pvp would be alot more fun instead of having to play the "who can drink the most" metagame.
It's one reason a lot of games move towards an energy system (like Fury or Guild Wars) rather than having such a huge bias towards classes with no mana and unlimited sustainability. The problem is it seriously conflicts with PvE.
A lot of young black talent that is perfectly fine aspiring to become a show-stopping basketball player isn't interested in playing a culturally perceived fag-sport like volleyball to begin with
Did you just call hunters fags?? :\
Haha but yeah, what you're saying undoubtedly has some merit, but there is no single cause for this phenomenon; it's something that's been brought about by a multitude of factors, which is why it can't be simply fixed with a "do X and all problems will disappear" sort of approach.
Also yeah, the rare times I play my paladin these days I make sure purify is in an easily clickable place (no room to bind it to a key though) to deal with rogue / UA warlock.
While Priest's Dispel wouldn't help remove the poisons at all, his chances of actually dispelling one of the dots are significantly higher (5/6 I believe?).
Keep in mind that spamming Dispel Magic has a high mana cost. Even if Cleanse only removes 1 magical debuff, spamming it twice is more mana-efficient than a single cast of Dispel Magic.
Also, Dispel Magic does not inherently have a higher chance to remove anything.
Finally - it might not be a good idea to mash Cleanse in any fight hoping to outpace the spriests and warlocks (you won't be able to). But poison removal is key against hunter mana drains, crippling, wound, and mind-numbing poisons, and this gives the Paladin greater flexibility.
Between the fact that Dispel Magic can be used offensively and Cleanse being more flexible/mana efficient, I'd say they're both pretty good. Sadly, my Priest's team already has a Shaman for offensive dispels, so the Paladin brings greater utility.
The reason druids are less represented in 5v5 has nothing to do with population (there are more druids than pallies) and also nothing to do with the steeper scaling with player skill (even many of the top 2v2 druids have a hard time finding a good 5v5). It has to do with the limited workable lineups.
Take a viable 4 player team. Add a pally. Tada, you have a viable 5 player team. The same cannot be said for druids. Druids basically require a team that is built around them. There are three main workable druid 5v5 lineups.
Quad DPS: Druids work in this, but so do pallies and to some extend shamans.
Triple healer outlast: Either double warrior or double mana drain. Generally still has a pally.
Triple CC: This is a rare combo. Extremely hard to play but highly effective if mastered. Generally something like warrior/druid/hpriest/lock/mage. Only non-gib team that can suceed without a pally.
All those lineups are highly specific. Lose one guy and you are pretty much hosed. And often those lineups have very specific weaknesses that require you to sub people against certain teams. In other words, more hassle than it is worth.
With a finite pool of skilled PvPers available, classes that work with anything will always out-represent classes that work with only a subset of lineups.
EDIT: I can see mass CC druid-based lineups becoming more popular though, the same way mass CC has become popular in 3v3. Its allure is that it is very robust. It does not really matter what classes your opponents field when they aren't doing anything most of the time.
Top of the food chain is now Warrior/Druid with Warlock pets scaling with no resilience, warrior teams are able to dominate them allowing them to get to the top. After talking to many top Warrior/Druid teams they say the 1900-2200 rating is more difficult because their bane is double DPS, once they break the double DPS barrier in most battlegroups, they are able to farm their way to the top by fighting Warlock/Healer teams and Rogue/Healer teams.
This is exactly right. After dropping out of the Gladiator bracket we are now stuck in the double DPS bracket. Rogue/spriest and rogue/mage have a huge edge over druid/warrior. Luckily, warlocks eat all the double DPS teams.
Without warlocks, druid/warrior would not be strong. Warlocks counter all the druid/warrior counters and prevent them from getting to the top. But man is it frustrating playing druid/warrior in the 2000 bracket.
RE: Hunters have very good dodge/armor/HP - they are by no means innocent little fluffy bunnies that are helpless by the road waiting to get killed. If someone is in their melee range, oh well? Good thing hunter shots are instant now, and they don't care much if someone is hitting them. I'd rather have someone on a Hunter vs. a Clothie any day.
If you actually believe that Hunters have good survivability I think you sorely over-estimate Hunter armor/stamina (and their "dodge" is honestly quite laughable). The armor on Hunter arena gear is roughly equivalent to cloth (remember that arena cloth got buffed with higher armor). Hunters also don't have much higher health than any other glass cannon in arenas. The dead zone was 5->8 yards: hunters won't be firing all their shots in melee range, so it will still be possible to reduce a Hunter's damage to next-to-nothing, but it won't be possible to reduce it to absolutely-nothing. Also the only instant hunters have ever had was arcane shot and their stings, I fail to see where the comment about hunter shots being "instant now" has any relevance. A Hunter's personal survivability is probably closest to that of a Fire mage or shadow priest. As such Hunters require teams that take the "best target" focus away from them and onto other people (which is why Priests are about the only class that can make a hunter successful), and if your team does not have that, you need everyone else to be capable of supporting the Hunter with CC, BoF, and cleanse to allow them a way out of the assist train.
It is usually bad form to make claims about someone else's class when you don't actually understand the mechanics.
Originally Posted by Opioid
Popularity amongst PVP-inclined arena players, not every generic player signing up to raid or roleplay or whatever. Sorry if that wasn't clear.
Your entire argument from the previous page is essentially a long winded, poorly reasonsed, "all hunters just suck at their class and warlocks are good" post. By your logic Hunters had the "large pool of great PvPers" because we were the most populated, powerful PvP class there was for about the first 2 years of this game. What, do you think all the "skilled" players woke up one day and decided they were jumping ship? If there was nothing intrinsically wrong with Hunters, by your logic, no one would have left the class and Hunters would be sitting pretty at the top of all Arenas right now.
I'm sorry, but that is quite possibly the worst argument I have ever seen someone try to make.
It is usually bad form to make claims about someone else's class when you don't actually understand the mechanics.
Proof is in the pudding.
My 2400 Gladiator Ranked 5v5 has a Hunter, who we swap in freely with our Elemental Shaman. My Priest also runs a 3v3 with a Hunter. With these new changes, Hunters will be damn scary, espescially with 41 yard dispell and a possible disarm. I do understand the Mechanics, I'm the healer, the only person dedicated to healing on my 5v5, and if someone (a Warrior or Rogue) is on my Hunter - he survives just fine, and can put out more dps than our Elemental Shaman if he is being focused, not to mention still being able to apply stings/drop traps and spam clip everyone that is on him.
Alot of the whining about hunters stems from teams obtaining poor positioning In my opinion. Not that they, or their team are bad players - its just that on certain maps, you HAVE to get control of _________ if you want your hunter to do anything meaningful.
The problem with this in 2s and 3s is that is the exact area where the hunter's healer does not wish to be. So if the hunter's healer hangs back near cover...that is where the opponent's dps goes, thereby screwing the hunter's los.
And you have to be playing in the sub 1500s for any opponent healer to actually be dumb enough to stand in los of a hunter.
So the hunter can "control the middle" but unless the opponent's target is also standing there (which is sgenerally stupid), he/she isn't going to have much to shoot at versus a good team.
The problem with this in 2s and 3s is that is the exact area where the hunter's healer does not wish to be. So if the hunter's healer hangs back near cover...that is where the opponent's dps goes, thereby screwing the hunter's los.
And you have to be playing in the sub 1500s for any opponent healer to actually be dumb enough to stand in los of a hunter.
You can easily force a healer into LOS long enough to apply Viper if you pressure whatever is in los. And on alot of maps there is no LOS spot if played properly. As a Paladin, vs alot of teams I have absolutely 0 qualms about standing out in the open - most teams out there just don't have the damage/coordination to kill me, even without bubble. Same deal on my Priest. If the other team doesn't have mana drains, with your hunter applying Viper and damaging the in LOS target, you'll eat through mana fast, and on top of sipping every time you are CC'd/FD mana isn't too large of an issue.
You can easily force a healer into LOS long enough to apply Viper if you pressure whatever is in los. And on alot of maps there is no LOS spot if played properly. As a Paladin, vs alot of teams I have absolutely 0 qualms about standing out in the open - most teams out there just don't have the damage/coordination to kill me, even without bubble. Same deal on my Priest. If the other team doesn't have mana drains, with your hunter applying Viper and damaging the in LOS target, you'll eat through mana fast, and on top of sipping every time you are CC'd/FD mana isn't too large of an issue.
It is quite clear you have never played, or played with, a Hunter in 2's or 3's. There are few classes a Hunter could put pressure on that would force their healer into LoS. Quite simply, you are asking for a death sentence if you attempt to "control the middle" in smaller arenas. Not to mention the class you are "focusing on" can generally stand in a place that allows their healer LoS on them, but not on you. If it is a melee class, the hunter is the one that will be getting pressured, not the rogue/warrior which allows their healer to pop in and out of LoS to HoT, or if it is a paladin they can just cleanse spam themselves to void mana draining, along with cleansing/BoFing their partner to keep them from being stopped by hunter CC.
Hunters can compete at high rankings in 5's because they have the pressure taken off themselves, usually by a priest/paladin combo backing him up. Trying to apply 5v5 strategy to 2's and 3's just does not work for most classes. It appears that you agree with Opliod on a basic level with the argument "hunters should learn to play." I'm sorry, but that is a weak argument. The fact that there are Hunters at 2400 rating does not indicate that everything is fine, and this is precisely what the charts that started this thread show. Low Hunter population in arenas, while Hunters are actually the most populated class in all of WoW. So you can bang your head against the wall claiming that because you have 1 hunter on your team and are at 2400 rating, we must be fine. Well that completely contradicts all of the actual information we have, and stinks of knee-jerk reasoning coming from someone who has never so much as touched the class to understand how it actually works. I highly doubt your own Hunter companion would be willing come here to back any argument you have put forward.
Hunters having a poor showing is based entirely around the fact that they have only 1 viable team setup (a team setup that any damage class could succeed in I might add), which is mana drain/endurance because Hunters do not bring enough survivability, damage, or utility to succeed with other combinations. The patch is addressing those short comings.
Where is your "understanding of mechanics" again?
I played a Hunter since release. I do not claim to be a great player; however, I do claim to have a very intimate understanding of the class. Do not attempt to lecture me on my understanding of class mechanics after posting misinformation and weak anecdotal "evidence."
Mmm, ice mages. It's not just the mana that makes us a poor class for longevity, it's our timers. And by timers, I mean summon water elemental, and the fact that it's extremely unlikely someone on the other team is going to die if the pet isn't around to help. That's ok though, this isn't inherently broken, it's a niche of the class and I enjoy that aspect. There are only two major roadblocks to ice mages in 2v2, one of them can be overcome.
1. Viable pairings. You need a class with offensive capability of some sort. Holy priests are great because of mana burn, mages can last long enough that a mana burning priest can oom their healer quickly. This is important because it means the other team cannot simply ignore the healer and focus the mage until the mage runs oom. If you can find a priest, warlock, or maybe a rogue, great. That helps.
2. Line of sight, and this I think is the major issue for hunters as well. It's entirely too easy to shut down ~70% of our dps. Hug a pillar, win the game. A mage literally cannot frostbolt a target that's moving around a pillar, unless he manages to stop them temporarily. Same thing for the water elly, you can shut down water elemental dps indefinitely simply by moving. Other dps options are not strong enough to put pressure on any team that has healing.
Notice how of the 5 "pure dps" classes, the only ones that do well in small scale arenas are the ones that can inherently deal with line of sight. 2 of those classes are melee, with the advantage of infinite longevity and the ability to deliver full damage while moving. The other is warlocks, with dots that tick no matter where the warlock or the opponent is, and fear, which forcibly moves targets in a random direction. Eating a full fear is liable to leave you very far from the safety of pillars.
My 2400 Gladiator Ranked 5v5 has a Hunter, who we swap in freely with our Elemental Shaman. My Priest also runs a 3v3 with a Hunter. With these new changes, Hunters will be damn scary, espescially with 41 yard dispell and a possible disarm. I do understand the Mechanics, I'm the healer, the only person dedicated to healing on my 5v5, and if someone (a Warrior or Rogue) is on my Hunter - he survives just fine, and can put out more dps than our Elemental Shaman if he is being focused, not to mention still being able to apply stings/drop traps and spam clip everyone that is on him.
Where is your "understanding of mechanics" again?
While your anectdote is nice, your previous assertions on Hunter mechanics...
Hunters have very good dodge/armor/HP - they are by no means innocent little fluffy bunnies that are helpless by the road waiting to get killed. If someone is in their melee range, oh well? Good thing hunter shots are instant now, and they don't care much if someone is hitting them
Is still equally rambling and misinformed. That would be where his "understanding of mechanics" is. Where you are getting the "hunter shots are instant now" bit I have no idea.
Maybe I'm misunderstanding on a strategic level. The way these fights usually happen for us at least is that their warrior is attacking me, and my warrior is attacking their paladin/priest.
In that scenario, purging blessings doesn't put any pressure on the paladin over the pressure I have on myself - I have a warrior eating me alive with no real way to get rid of him. In fact the pressure is on me to purge the blessings instantly, as if their paladin gets a BoF off and runs out of LoS of my warrior, the game is almost decided right then and there, especially if my warrior is hamstrung himself. He doesn't really do any more damage than the other warrior, since he's attacking a higher armor target despite his windfury. The paladin has more mana efficient heals than I do, plus he can drop MS twice, one of those times getting a nice full heal, probably with a guaranteed crit in there. On my side, I burn a ton of mana on bloodlust, dropping windfury totems every 10 sec, and purging all the time. Again maybe it's a strategic misunderstanding, and if so I would love to know how you force a warrior v warrior duel with the healers standing back, but I don't see how the matchup favors the shaman.
On the other side, a priest with a warrior on him and a shaman purging him can do absolutely nothing. No shield, no PoM, no renew, no blessed resilience, no inner fire, heals are going to get pummeled. I can just run around dropping windfury and purging since I know my warrior is going to do a ton more damage to the priest with his windfury than their warrior can do to me.
Against a mage, I do believe it is somewhat even. The paladin is easier to control than a shaman, but a warrior with a paladin as backup is much harder to control than a warrior shaman pair. A warrior is lucky to touch an ice mage without some help, and as a shaman, I have almost no help to give him. I can probably live for a long time and shock some sheeps, but once the warrior gets sheeped or rooted or snared (almost all the time), well, there's not much that I can help with. Divine shield to stop the warrior getting bursted down shouldn't be underrated as well, even though it's a 5 minute cooldown.
I am running a Warrior/Shaman team myself, and Pala/Warri is causing us a lot of trouble. Actually it is exactly the way as you described it. The pressure is on me to purge BoFreedom and BoP. We recently played a Pally/Warri team which really frustrated me. Two games in a row we played a nearly perfect rotation of ES1, Pummel and Intercepts to prevent the Pala from healing. After Bubble being used and on 20% life, the Pala casted Protection on himself and my purge was resisted. At this very moment he runs behind a pillar, Critheal, Pala at 80% and I am oom. I guess I have to spec the 3% Hit instead of Totemic Focus next time, but this solves not the problem of his 30% resist against Purge.
Since I am solely PvP equipped, I have 50MP5 or so and there is no way to win the Mana war in any case.
However, today the idea popped into my head to go for the warrior instead. It is actually straight forward: Heroism, WF, Searing Totem (everything helps) and the Dmgoutput of your warrior should be significantly higher than your opponents. It should prevent the Pala to cast FoL and use Holy Light instead. Since their Warrior is under a lot of pressure, I may also be able to gain more than 1tick of Manatide and a really tiny chance to have time to purge the paladins Wisdom, 50%Manacostbuff and whatsoever. However, to win the mana war will still be extremely difficult, not one of the two Warriors will go down until one of the healers is oom. And of course, Purge may be resisted again.
Is there anyone out here who has tried this out?
A second question for me would be, how to behave as a Shaman in a Warri/Shami vs Rogue/Pala or Druid/Rogue. I know we should easily wipe these teams out , but actually we are losing way too often because of stupid mistakes. I used to kite the Rogue against Pala/Rogue, but this did not work out the last time. My current intention is to stand still (most likely near a pillar, so I can force the other healer to move when i move around the pillar) completely and just pop totems and heal myself like mad. ES1 should not work since the Pala or Druid will stay more than 25meters away. Should my Warrior intercept heals? I tell him all the time that it takes him more or less 3 seconds to run back and after that the other healer can heal again anyway.
Any advise would be welcome, since it is these stupid losses to teams we should most likely own which may cost us our Netherdrake.
While your anectdote is nice, your previous assertions on Hunter mechanics...
Is still equally rambling and misinformed. That would be where his "understanding of mechanics" is. Where you are getting the "hunter shots are instant now" bit I have no idea.
Arcane, Viper and Multi are all instant aren't they?. Arcane and Viper being the important shots after 2.3 for my 3v3 and 5v5. It'll really help in our 5's to compensate for not having purge at times (Hunter straight replaces Shaman).
I still feel hunters are far easier to heal over a Warlock, Rogue or Mage as a Paladin - espescially with Wingclip and offensive dispells + traps to keep Warriors busy, not to mention well timed FD's can really help with MS dropping off. Sorry if my anecdote pisses people off, but from a healer's perspective (mine) its 100% true. I fail to see how hunters are "bad" in the Arena. Yes they are easily exploitable - thats why field positon is so important, and obtaining the field positon you want/require for any given map is easy vs. most teams under 2300. They're under 2300 for a reason.
Multishot isn't instant. Arcane and all stings (incl. Wyverns as of 2.3) are instant. So is Conc Shot, Scatter, Silencing, but the latter 2 are MM talented.
My 2400 Gladiator Ranked 5v5 has a Hunter, who we swap in freely with our Elemental Shaman. My Priest also runs a 3v3 with a Hunter. With these new changes, Hunters will be damn scary, espescially with 41 yard dispell and a possible disarm. I do understand the Mechanics, I'm the healer, the only person dedicated to healing on my 5v5, and if someone (a Warrior or Rogue) is on my Hunter - he survives just fine, and can put out more dps than our Elemental Shaman if he is being focused, not to mention still being able to apply stings/drop traps and spam clip everyone that is on him.
Where is your "understanding of mechanics" again?
Sounds to me like your elemental shaman is doing a lot more healing on your hunter and a lot less DPS...
Sounds to me like your elemental shaman is doing a lot more healing on your hunter and a lot less DPS...
He swaps out the elemental shaman for the hunter, so they have less potential healers when the hunter is in. Personally I agree with him on the subject of hunter survivability. They are anything but soft targets. They have decent armor, are ranged, and have high HP totals (rivaling warrs and locks). You can't shut down a hunter from mana draining just by focusing them, you cripple their damage sure, but the viper sting is still going to get shot. Also, the fact they can't heal themselves makes them a more survivable target because while I can use instants to heal myself while being focussed I'd be able to use casted heals in addition to instant heals to heal a hunter.
That's not a comment on the general viability of hunters btw, that's just a comment on how squishy a focus target they are.
Arcane, Viper and Multi are all instant aren't they?. Arcane and Viper being the important shots after 2.3 for my 3v3 and 5v5. It'll really help in our 5's to compensate for not having purge at times (Hunter straight replaces Shaman).
You think multishot is instant and are telling hunters to learn to play their class. Nicely done. Thanks for letting us know what the 'important shots' will be after 2.3, though.
Originally Posted by Kaber
A Hunter's personal survivability is probably closest to that of a Fire mage or shadow priest. As such Hunters require teams that take the "best target" focus away from them and onto other people (which is why Priests are about the only class that can make a hunter successful)
This analysis is spot on. My 3v3 team succeeds when others focus on our mage or priest. We tend fall down when my DPS is neutralized and I am unable to effectively drain the opposition's DPS or healer. Granted, this is only at ~1825. I do not buy that a 5v5 would prefer a hunter over an elemental shaman currently. They just bring more to the table. Time will tell in 2.3.
One more thing.. knowing one or two exceptional hunters who can acheive 2300+ does not mean the class is fine, or doesn't need buffs. In fact, it has nothing to do with the point that many players have made to Blizzard- that it is much, much harder to excel in the Arena as a hunter than nearly any other class. Especially at the 2v2 and 3v3 level. The reasons for this have been rehashed ad nauseum.
I never said we "prefer" a Hunter over an Elemental Shaman. Its an entirely different playstyle. When we run 2 healers/hunter, we try to drag out the match and utilize traps/silencing shot + counterspell to capitalize on mistakes (which invariably happen).
Sorry everything I say seems to be inflammatory, I just get sick and tired of the same tired arguement of people QQ'ing that Rogues don't work in 5v5 unless its 4dps, and Hunters are total fail in the Arena. We broke that mold, and flopped alot of teams we wouldn't have otherwise without our Rogue or Hunter. Theres plenty of games where I wish we had our Rogue in for our Warrior, and our Hunter in for our Shaman.
Also : A Hunter being FF'd brings ALOT more to the table over an Ele Shaman. All the Shaman can do is Shock stupid casters that are too close, Grounding some spells, and Ebind/WF when possible while spam healing himself (waste of mana) and the rare NS/CL on a low target. A Hunter being FF'd still brings DPS Options, Viper Sting, Pet Interference, Silencing/Concussive and well played can really throw a wrench into alot of teams plans.
As I stated before, proper utilization of a Hunter specifically breaks down to Positioning and how much of the map you control. If Hunters didn't have this issue (all casters do really, and Hunters won't have nearly as much of a problem in 2.3 with map issues) on top of the 2.3 buffs - they will be monsters. The only glaring weak point I see now is that of non-scorpid pets, and resilience for pets.
Yes nerf Scorpids, buff all other pets. Its dumb that a Hunter plays like night and day without the Scorpid and with. Make Scorpid Poison stack once, make the other pets much more viable/different.
I am running a Warrior/Shaman team myself.
However, today the idea popped into my head to go for the warrior instead. It is actually straight forward: Heroism, WF, Searing Totem (everything helps) and the Dmgoutput of your warrior should be significantly higher than your opponents.
Is there anyone out here who has tried this out?
The problem I see is you are feeding your opponent warrior tons of rage so his damage output will be higher than you warrior's (which would be the same if he attacked the pally). I highly doubt you will burst the opponent down. I haven't tried it, though; just my thoughts from playing on my bad warrior/pally alt team and my joy at being fed rage to kill their healer.
The problem I see is you are feeding your opponent warrior tons of rage so his damage output will be higher than you warrior's (which would be the same if he attacked the pally). I highly doubt you will burst the opponent down. I haven't tried it, though; just my thoughts from playing on my bad warrior/pally alt team and my joy at being fed rage to kill their healer.
If your Warrior is on their Warrior, and he is chasing you, lure him back around an obstacle, force the Paladin to run in and time shock/shout/fear/pummel/intercept to get a possible kill. As long as you keep BOF off, and only drop MTT when he has no rage, or isn't paying attention. Don't forget Travel Time = no heal time, and next patch with 1/3rd of your healing will be +damage, your burst will go up considerably between bolts/shocks and searing for constant damage.