Originally Posted by Bouboulou
Hello,
I have recently respecced from 0/43/18 to 11/41/9 due to pet survivability issues in 2v2 and 3v3. I also changed my scorpid points to give him more stamina. I had the feeling the resistances were not that efficient (scorpid not resisting fears, frost nova or entangling roots at all). Do some players share this impression?
|
IMHO, unless you get a mod that counts the number of times your pet resisted fears, nova or roots you cannot rely on your intuition. In the heat of battle, you are alot more likely to take note of the times when fear (etc) wasn't resisted than the times when it was resisted.
I am also using a similar spec for 3v3 (11/42/8 - didn't feel I needed a 3rd point in Hawk Eye). I find it alot better for 3v3 and 2v2 than the usual 0/42/19.
Originally Posted by Bouboulou
I use to play in 2v2 with a resto druid, but we are not doing that great. Against priest/druid with either warlock, warrior or rogue we lose very often. In the end, the opposite healer is generally oom, but i am too, or nearly, and i find it difficult to outdamage the healpower of an oom priest or druid while a warlock, a warrior or a rogue can still deal very serious damage and it's often (after a while) a loss that seemed certain from the beginning. Does anyone have some good advice ?
|
The greatest power of druid/hunter is that they can effectively reset the fight and drink as many times as they wish. If you oom the opposing healer and you are oom as well, reset the fight, drink and then resume dps. You need to play very aggressively and for that you need mana. The best way to play druid/hunter imho is to play very aggressively, reset, play aggressively, reset, etc, gaining an increasing edge with each reset. You can totally abuse your opponent's psyche by trapping their warrior and FD drinking right in his face, only to land an entangling roots on him 1 second before trap fades.
Lock/Druid also has this advantage, they also can CC the entire team and "reset" the fight. Also their lock never needs to drink. The only downside to locks is that they cannot fear warriors and are very vulnerable to rogues. You can trap warriors very easily and your ability to kite rogues is very high as well now that the deadzone has been removed.
Against healer+lock just kill the pet, this should be doable with your CC's, then you can reset the fight by cyclone+trap.
If it's a lock/druid, you'll fight an uphill battle but it's still doable. You need to be very aggressive though. You will not outlast that combo for several reasons: 1) their pet is more durable (voidy) 2) their healing is just as good as yours 3) their sustained dps is better (especially with all the LoS in arena) 4) They can remove your mana drain, you can't remove theirs. In addition, their mana drain is more effective anyway.
All these reasons mean that beating a lock/druid in an outlast battle is very very difficult and most likely impossible given equally skilled/geared players. The one thing you have that SL/SL locks don't have is burst, and therefore I believe your best course of action would be to play very aggressively. Kill their pet aggressively while CCing them, then move to their druid and make sure he never drinks, silence/scatter the lock on drains/fear and hope for the best.
Originally Posted by Bondok
In reply to Bestial Swiftness for a MM/Survival Hunter....
...could another option be to go for a Serpent with it's ranged Poison to mask Viper Sting?
Seems that slowing your pet is the greatest counter and I'm starting to see a lot more people concious of what a Scorpids job is. I know you lose the DOT Stack but it seem with a Ranged Poison it maybe just as effective.
Thoughts on this? Has anyone tried this?
|
As far as I know that poison has a 10 second cooldown and I am 100% certain scorpid is the better option to use.
I rarely found snares on pet preventing me from keeping the enemy healer from drinking or from draining him. It makes it a bit harder yes, but generally it's no big deal. The biggest problem I found with snares is that if a warrior hamstrings your pet, he can dps it freely and KILL it. It's not the fact that the pet is slowed that bothers me, it's the fact that it will die. That's the beauty of bestial swiftness, a hamstrung pet with bestial swiftness will move at 65% speed, while a wingclipped warrior will move at 40% speed (or 43.2% with boots enchant/meta gem). Try it and you'll absolutely love it, the pet just outruns warriors now, all you need to do is wingclip.
Ofcourse there's ways to counter it, the healer can run to the warrior, but then the healer can't LoS abuse you. If the healer is a pally, he can JoJ the pet. If they have a druid, he can root the pet to buy the warrior time. And then there's improved hamstring. But generally speaking, bestial swiftness is king at keeping pet alive as long as you snare the warrior.
Bestial swiftness is a great counter to hamstring, but with rogues the picture also looks somewhat better. A bestial swiftness pet with crippling poison will run at 39% speed, while a wingclipped rogue will run at 40% speed. With some latency the rogue might not be able to hit the pet as effectively as he would normally. This is a long shot though, and this talent is alot better against hamstring than against rogues. Generally rogues in 3v3 don't go for the pet though, from my experience.
It is also an excellent talent regardless of snares. 30% extra speed means your pet will reach your target sooner (23% sooner to be exact) after it has been CC'ed, or avoided via bridge jumping in blade's edge.
Originally Posted by Tors
Query: Clever Traps, does it extend the Freezing Trap duration in PvP?
|
Yes it does. Since the cap on CC's (pre talents) is 10 seconds, your freezing trap will last 13 seconds if you have 2/2 in clever traps. I tested this when patch 2.3 came out and heard of no changes since, so I assume it's the same.
Also, since the base duration is capped at 10 seconds, you can use rank1 freezing trap in PvP and save yourself some mana (same with scare beast, rank1 is all you need).
Sapa's reply seems to suggest that clever traps doesn't improve the duration of your first trap. I believe this is wrong but i'll have to test it again to be 100% sure. I'll test it tomorrow and let you know. There is no reason why it shouldn't affect freezing trap though. After all, that is what the talent does and there is no reason to nerf it (especially with how weak hunters are relatively).
Originally Posted by Sapa
Disc priest/MM-SV Hunter
vs
1. Frost Mage/Rogue
2. Druid/Warior-Rogue
How to? 
|
Druid/Warrior = trap warrior, keep pet alive, fear druid in human form for some mana burns+viper pwnage. Your priest must drink as much as possible. Mark the druid to stack 440AP in the long run, this is very important. As a side bonus it will prevent a nelf druid from drinking in shadowmeld, but the 440AP bonus is absolutely huge.
Spec 11/42/8. 11 for bestial swiftness (warrior can't dps your pet even with hamstring as long as he is wingclipped) and 8 for improved wingclip (imba versus melee).
One more thing - while stacking poisons with a scorpid is nice indeed, a smart druid can use this against you, by running to your trap intentionally (and it will break due to the poison dot). In this case you can disable the poison autocast 10 seconds before your trap c/d is ready to avoid the possibility of this happening. If he runs to your trap, you can punish him for it by viper stinging him inside the trap (it doesn't break the trap immediately now, it only has a chance to break it like mana drain + fear).
Druid/Rogue = The strat is pretty similar, except now you can fear the rogue as well. You can pretty much CC the rogue for 70% of the fight if you wish. As far as hunter's mark goes, it depends who you plan to kill first. If the druid is your kill target I would keep mark on him and just keep the rogue in combat through the CC's with rank1 distracting shot and rank1 serpent sting. If the rogue is your kill target you can just mark him and that will prevent him from restealthing anyway.
Frost mage/rogue - you need to survive their burst. Be ready to trinket out of stun and silence the mage if he tries to sheep your priest. If you outlast their burst and drain the mage you can win. Also you can trap/fear the rogue, so when he trinkets out of one, use the other. If he is undead it will be harder ofcourse.
Use HoTs/shields preemptively against this setup, even at full hp.
Originally Posted by Berkut
OK, I need help.
Specifically, it is with great shame that I admit that I have not been using 'focus in my bgs.
This is not good, I know. How can I silence a healer while dps the mage if I do not use focus? Not well.
So, does anyone have a set of good /focus macros and a quick guide on how to use them, specifically in arenas?
|
Go to curse gaming, download a focus frame (I use default UI and thus I use FocusFrame, but each unit frame has it's own focus frame as well that is compatible with it).
To make a target your focus target, click it and type /focus. Some arena mods like Proximo allow you to make a target your focus by right clicking (or anything you choose) it's tab on the Proximo window.
With the focus frame, you're able to see your focus target's hp, mana, buffs, debuffs, target and cast bar.
Some macros you can use:
/cast [target=focus] Silencing Shot
/cast [target=focus] Viper Sting(Rank 4)
/cast [target=focus] Scatter Shot
This is the basic structure of the macros I use. I didn't really dive deep into the whole macro business so there may be better versions to use, but these work fine for me. You can also make macros for other spells and other ranks of viper sting. If your spell has different ranks, make sure to type it like I did above, and not "Viper Sting (Rank4)" for example.
How to use them in arena? for example if you're against Priest/Mage/Rogue, and they're focusing you, your goal should be to kite the rogue while draining and silencing the mage as much as possible. So you make the mage your "focus target" and then target the rogue. By using the macros above, you can silence/viper the mage whenever you want without changing the target you currently have (thus allowing you to wingclip/scatter/concussive/dps the rogue more effectively).