mercury; just fyi i havent seen any rogue/rogue teams higher up in the brackets they dont make it that high from what ive seen. However the best tactic that id seen was to stay in tree form-its an elemental they cant sap you. then prehot and pre-abolish poison. the abolish poison is abosolutely vital. with any rogue on you abolish poison is basically a heal. also save yoru trinket for kidney shot. let cheap shot wear off....95% of rogues go straight from cheap into kidney. once you trinket out of kidney they dont have combo points and probably out of energy as well, this gives you time to get more hots up and abolish pioson. hope this helps.
As was stated, be in tree form so you're not sapped. prehot and wait to be opened on. Your rogue's duty is to lock one of the rogues up so that you don't get double stunned / silenced. Save your trinket for a possible blind if they try to switch to your partner, but even if they do and they kill him, you should be able to moonfire one to kill it and kill the other on thorns.
100 resil is about 1.2% less damage (all damage in 3.2), 1.2% fewer crits, and about 2.7% less damage from crits (and reduced mana drain). That may be something more than a 4% overall damage reduction (just you) in a high-crit environment.
100 spell power (going from 1925 to 2025, with equal number of casts (full duration) of Rejuv, Lifebloom, Swiftmend (glyphed)) increases amount healed by roughly 3.7% (both you and your partner).
100 stamina (most toons) is very roughly a 4-5% increase in health (just you).
It seems that the changes will make resil much more competitive. I think the lower itemization costs of SP and stamina mean that they remain very attractive stats.
I think this is where it becomes very specific to the circumstances. A few mitigating scenarios that I can think of off the top of my head: the SP figures you mention are a flat 3.7% increase in healing, however the resilience figures multiply by the number of people attacking you (which is usually just one in 2s, but goes up); the SP figures don't factor in mortal strike effects, which halve the effectiveness; et cetera.
I'm not saying I'm absolutely right and you're wrong--your final thought seemed to show a common ground for agreement, I simply suspect that everyone will want as much resilience as they can, and at resilience figures higher than 800 is where we'll see the diminishing returns.
I hear this term alot, im assuming that its pulling attackers off healer. How do Warriors do this? All they have is fear, no?
I play a DK as main but just started pvping with my druid alt. So enjoying all the good information.
Peeling is basically CCing in simple terms. Warriors do not have peels in the sense of what most people think CCing is(ie. sheep, fear, blind) however they have a few handy ones.
2x Charges
Hamstring and Imp Hamstring
Fear
Disarm
Intervene can be used
Piercing Howl to an extent
etc.
Peeling can also come from bursting someone at the right time so that your opponenets need to react to the moves you used. Using bladestorm on top of 2 close opponents can be used as a peel to allow your healer time to drink/escape since they wont last long getting hit by that move.
I hear this term alot, im assuming that its pulling attackers off healer. How do Warriors do this? All they have is fear, no?
I play a DK as main but just started pvping with my druid alt. So enjoying all the good information.
Between charge and hamstring, even assuming they have BoF or Druid Forms to clear the movement impairment, you're still usually looking at 2.5-3 seconds of freedom of action for the warrior's partner.
Hooray. Shabadu and I managed to gain nearly 100 rating this week (11-3) and we're up to 2137 as Enh Shaman / Resto Druid.
A few notes since people had asked previously about how we fair against certain comps:
Lack of MS is really hurting us the higher we get. We simply are unable to kill a team (that has a healer) without running them OOM. We played Unholy DK + Prot (holy) Paladin to a draw last night which felt great. IT's impossible to run the paladin OOM and with plate/shield a paladin is generally impossible for Shab to kill. The DK is likewise nearly impossible to kill with his partner at full mana and the amount of outs that DKs inherently have. Shab did kill a lot of ghouls which allowed me to keep mana generally high, although there were still some periods where we enforced our favorite strategy of "EVASIVE MANUEVERS". This is generally our "Oh crap" call on vent - I have around 1k mana to last us the next 3 minutes until Innervate is back up and I'm under extreme pressure from the opposing DPS. We CC and run around like morons while I hope for whatever OOC procs I can get off auto-swings and he maelstrom heals us as well as peeling (to the best of his ability since Enh Shaman isn't really a peel-type class). There are multiple times during this period where we nearly lose. [Battlemaster's Bravery] has made a draw from what should have been a loss for us in this situation in so many games I've lost track.
The average length of our matches seems significantly longer than most DPS/healer comps (aside from maybe priest/mage that lends itself toward resetting the match often). Most games end up with me innervating at least 2x during the match, and considering how often I sip - the first innervate often doesn't happen until atleast 5-6 minutes into the match. Using 10-20 arena water a game is about the average for me. (My high was aomething like 52, but I never go in with <100.) Drinking is hard because he's very squishy and without SR/Wolves/Totem pretty much used all together I can't afford to leave him on his own for any significant amount of time. This usually means I'm grabbing 1-2 sips here or there and very rarely do I ever get to drink to full mana. As most druids probably do, if I am ooc I drink, no matter what my mana is at and no matter how long that drink might last.
The higher we get the more difficulty we have with double DPS. Warlock/Rogue in particular has set us back more than a few times. We'd win a few games for 5-6 points and then lose to the same lock/rog team 3 times and lose 42 rating. It's very frustrating to say the least.
Overall I really love our comp. We are not cookie-cutter, and that can be double-edged for us. People don't expect us, they don't expect us to play as well as we do and sometimes Shab can put out a pretty large burst and just mow a clothie. The downside to our comp is that we don't easily beat any other comp out there. There is no match where we zone in and say "Phew it's X/Y". Usually it's "Have we played this specific team before?" Followed by, "Okay good, they weren't so great" or "God, here we go again." The problem is even "bad" players can beat our comp fairly easily if they get good RNG, but I imagine that's true for a lot of other people out there as well.
Our wins are absolutely ALWAYS rewarding because we take nothing for granted. Our games are nearly always hard, and we are always cheering on vent like lunatics when we pull a win out - especially vs. one of our harder counters like War/Pal, War/Dru, DK/x, well okay most teams are hard counters for us.
Rogue/Priest is still surprisingly our best to play against. We do not always beat it, but it is the team we tend to be in the most control of. Most priests open very offensively against us either DPSing and/or burning. Cycloning shadowfiends is normally what wins that for us - as well as never chasing the priest but just turning around and blowing up the rogue.
It's been a great season and we're having a very awesome time trying our damnedest to hit 2350 for weapons. Gladiator is not really in the cards for our comp, but we're going to go as high as we can. We figure 2200-2250 will probably be about where we max out, but I can promise you that no one is having as much fun as we are :P
Edit for those interested, since I do not normally log out in PVP gear. These are my stats, unbuffed:
Resilience: 1013
SP: 2200 caster/2300 tree
Hit: 122 (4.65%)
Haste: 49 (1.49%)
Mana Regen: 316 (165 while casting)
HP: 22307 / MP: 14181
Last edited by Carebare : 07/27/09 at 1:55 PM.
<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.
Hooray. Shabadu and I managed to gain nearly 100 rating this week (11-3) and we're up to 2137 as Enh Shaman / Resto Druid.
Nice post, very interesting to read about such an uncommon comp.
Do you find that you're often able to beat a team once but not in subsequent matches? It seems like you definitely have the element of surprise on your side but once a team knows what to expect it would get a lot harder.
Have you tried an insect swarm spec? I've never played with an enhancement shaman but in general in 2's the damage is not high enough to really require WG or the extra GCDs from GoTEM. Having IS and more potent wraths might give you the extra offensive pressure you need for kills.
Also, 1k+ resilience seems very high for 2's. I realize enhancement shaman aren't the best peelers but it seems that dropping to 850-900 max would afford you quite a bit more spell power with a very minimal impact on your survivability, while increasing both your partner's lifespan and your team's offensive ability.
With that said all the gear/spec changes in the world aren't going to help against DK/prot pally. I consider it a victory to even get the pally below 80% mana.
Inform your dealers and whores of my credit, and pour me a goddamned drink!
It depends really on why we beat them the first time. Sometimes we can tell it's just the "hey they never saw us coming", but most of the time it's because a team is undergeared or even despite their loss they still underestimate us. We've had times where we played the same team 3-4 times in a row.
Last night actually vs. a Rog/Priest that was ~2300 mmr when we first encountered them. We won the first game, which felt mostly due to the surprise element. The second time they went heavy on my partner and we still won, with room to spare. The third time they went very hard on me especially while the shadowfiend was up, which meant I couldn't cyclone it - we nearly lost but still took a win. The fourth time we lost, partially due to the fact that they had a good plan, partially due to the fact that we were discoordinated (Shab trinketed a fear that was untotemed, thinking I was in trouble and then was unable to trinket a blind when I actually was in trouble).
We stopped queuing at that point, we generally play our 10 and then stop at our first loss, especially on a worknight for both of us. In the end we still took 37 points from that one team.
I do find that if we lose to a team the first time, we are generally more likely to lose the next time - but there have been times when we've found a weakness the first time and if they repeat the same strategy we can get a subsequent win.
I've been planning to drop some resilience - my pants (Furious boomkin, thanks Emalon)/gloves (Deadly Kodo) are still gemmed with resilience from when I was running pretty low earlier in this season/last respectively. I haven't bothered to regem since I should be replacing them shortly and it felt like a waste.
As for the spec, I have often considered going down to IS - but the concern I have is that when Shab is being focused I really feel like GoTEM is really helpful and same when I'm focused and he's incapacitated (Blind, Fear, Hoj, Repent, Poly'd, etc). It allows me to get that three stack up pretty fast, push out a regrowth followed by Nourish and get that huge bloom as I'm starting to fall behind. It also allows me to stack him up faster and drink more often.
There are some games that my DPS has brought us a killing blow. He's immobilized or otherwise unable to get that last hit and a nice wrath and/or starfire lands right before that person can clip a corner. This is fairly infrequent. But always is a point of hilarity for us.
In short, I find that the globals/throughput save us and make losses draws or ties wins. I hesitate on spending a significant amount of time DPSing because the teams that we typically draw and/or lose to we are very unlikely to kill that person in the first place and it is then less mana that I have to heal with. I still may give it a shot though, I could end up pleasantly surprised.
Edit to add: I do not spec WG for 2s. Armory should still reflect what I am using, I won't be respeccing to Moonkin until tomorrow.
<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.
Well, I don't feel like IS was game-breaking by any stretch for us, but at the same time it didn't feel detrimental. We did peak at 2190 this week, but ended up turning in at 2164. Thank you very much to the Prot Pal + DKs, Prot Pal + Warriors, etc that continue to shatter my dreams of 10 more nerd points.
It is getting more and more frustrating the higher we go to know that we will encounter teams that we will be fighting like dogs to draw. I actually had a DK spit on me after 32 minutes when he killed me. We're not particularly surprised, disappointed a bit and ready to try again next week.
<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.
3.2 brings some interesting changes for resto druids. I haven't had the chance to do arenas this week yet (too busy doing the other new stuff) but I suspect druid/warrior is still a very strong comp. Considering DK damage & survivability has been nerfed, prot/dk should be beatable. Late last week I came up with a decent strat vs this comp, and it should work even better this week. This works well on Nagrand, and relies on creating separation between the two:
1 - Survive strangulate, shield and hammer. Bait a death grip if it hasn't been used. Most of these teams will just blow all their cooldowns at once. Freedom should be spammed too by now.
2 - Travel form far away, hope the DK chases you. Most DKs tunnel vision so this works out sometimes.
3 - Meanwhile your warrior is keeping the pally slowed in a hamstring across the map. Bring the DK behind a pillar and root him.
4 - Travel form back to your warrior, have him intercept to you and cyclone the pally. This whole time your warrior should sunder the DK and blow all his cooldowns. Once the pally is out of cyclone, bash/intercept him and hope to score a kill on the DK.
Of course 100 things can go wrong but this worked 2/5 times vs a prot/dk team that had farmed us previously. You won't find tunnel-vision DKs at 2600+ but they're plentiful below that rating.
Using this spec I am able to land some 11k nourishes. Coupled with the resilience changes, this should make priest/rogue a joke.
I have picked up some new gear and gems. Spell power is up to 2600 and should hit ~2700 once I get my final pieces. My warrior now has armor pen, so things are looking good for the gladiator push.
However I am slightly concerned about Shaman/Warlock teams. More specifically, it may be harder to score kills on pets with 3.2 pet changes. Enhance is back on the map, but I don't know if they'll be a threat just yet. I can almost guarantee priest/enh WILL be a threat, now that Innervate can be easily removed. Time will tell.
Also double dps teams should be easier (or rather, not as hard to beat) due to resil changes.
100 resil is about 1.2% less damage (all damage in 3.2), 1.2% fewer crits, and about 2.7% less damage from crits (and reduced mana drain). That may be something more than a 4% overall damage reduction (just you) in a high-crit environment.
100 spell power (going from 1925 to 2025, with equal number of casts (full duration) of Rejuv, Lifebloom, Swiftmend (glyphed)) increases amount healed by roughly 3.7% (both you and your partner).
100 stamina (most toons) is very roughly a 4-5% increase in health (just you).
It seems that the changes will make resil much more competitive. I think the lower itemization costs of SP and stamina mean that they remain very attractive stats.
To me it looks like for 2 vs. 2 arena, spell power would be the preferred stat, but for things where there is going to be lots of people hammering on you (BGs, 5v5, maybe 3v3), it'd be better to really stack on the resilience? Anyone know?
To me it looks like for 2 vs. 2 arena, spell power would be the preferred stat, but for things where there is going to be lots of people hammering on you (BGs, 5v5, maybe 3v3), it'd be better to really stack on the resilience? Anyone know?
Correct. Resilience reduces the incoming damage from multiple sources, but spell power won't double in efficiency even if you have multiple targets beating on you.
It's far from that simple. Just because there are more people around doesn't mean more of them will be beating on you. In 2on2 you can expect that you will be tanking quite a lot and you need to be able to survive through melee players bursts. When you die you will typically die from full hp with little to no heals because your tricks are on cooldown, and in that situation spellpower doesn't help a lot. In 5on5 on the other hand, players are likely to focus the weakest/most dangerous target. Depending on what other classes you run with and how much you drop treeform, you may be almost left alone in some games while in others you will once again be able to cast few or no heals on your way to 0%.
Okay, I've read through this front to back and learned a lot, but I have a question on what I'm doing wrong or maybe what I'm just gonna get destroyed on.
I play 2's as a ret pally/resto combo (I'm the druid), and we are hitting a wall against certain comps. We got into a bout with a resto shaman/lock team and just couldn't do anything across the board. They did nothing to us and we did nothing to them. I did everything I could to keep the warlock tied up while my pally went on the shaman. Is there something I did wrong, or is that team just a tough team for my team make up?
I'm specced 21/0/50 for insect swarm and more damage and I of course stayed in caster form for fear of banish.
From playing Ret Paladin/Resto Druid on my Druid alt, as far as I can tell the only way to beat Warlock/Healer is if they're absolutely terrible. It was sometimes possible to pull off wins pre-3.2 by killing a few pets and then sitting on the Warlock, but now that pets get resilience and Paladin burst got lowered a bit that's even less likely.
It's far from that simple. Just because there are more people around doesn't mean more of them will be beating on you. In 2on2 you can expect that you will be tanking quite a lot and you need to be able to survive through melee players bursts. When you die you will typically die from full hp with little to no heals because your tricks are on cooldown, and in that situation spellpower doesn't help a lot. In 5on5 on the other hand, players are likely to focus the weakest/most dangerous target. Depending on what other classes you run with and how much you drop treeform, you may be almost left alone in some games while in others you will once again be able to cast few or no heals on your way to 0%.
I have to disagree. In 3s, (good) teams will have both their dps swap to you in an instant. You'll take much heavier bursts than in 2s. If you're dying from 100->0% in 2s, you're seriously doing something wrong. The only teams that can do that are double DPS, assuming no peels from your partner. Resilience increases the effect of your heals, because each hp becomes harder to take away.
You don't have to take my word for it. Instead, take Spiritmoon's word. He plays at 800 resil in 2s, and 1000 resil in 3s. He's a 3000 rated 3s player.
Originally Posted by Ossian666
Okay, I've read through this front to back and learned a lot, but I have a question on what I'm doing wrong or maybe what I'm just gonna get destroyed on.
I play 2's as a ret pally/resto combo (I'm the druid), and we are hitting a wall against certain comps. We got into a bout with a resto shaman/lock team and just couldn't do anything across the board. They did nothing to us and we did nothing to them. I did everything I could to keep the warlock tied up while my pally went on the shaman. Is there something I did wrong, or is that team just a tough team for my team make up?
I'm specced 21/0/50 for insect swarm and more damage and I of course stayed in caster form for fear of banish.
This comp is much harder than it used to be, for reasons mentioned below your post. I can't stress enough the importance of positioning against this comp. You need to use LoS to your advantage to keep the warlock from casting on you. Should positions allow it, step out into the shaman's totems and whack some down. Assuming the lock is destro, he'll catch you in a SF once in a while, but that's part of the game. Use tree form and keep an eye on the warlock's cast bar. When he starts casting a banish, shift out. If you're night elf, shadowmeld makes the pet run back to the warlock, so use that to get some drinks in (you'll need it).
As warrior/druid, the warlock always sends his pet after me. Run behind a pillar and dot up the pet, root it, and hopefully your pally can assist to score a kill. I can see this comp being harder for you guys (not too sure though) due to the lack of MS/overpower.
Been reading for a while in this thread, but its my first time posting here...I didn't see a definitive answer...what idols do you find yourselves using in arenas? The pratically passive 100% uptime of the Idol of Flourshing Growth seems appealing for the extra spellpower, or do you stick with the idol of awakening for lower rejuv costs? Or are you running with one of the arena idols that buffs lifebloom?
Hey, I was wondering what weapon people are running with.
I see some people say run MH/OH for more spell power + the spell pen but I run mainly 5`s where I spend alot of time Nourishing so was leaning more towards the haste staff, I won`t be losing much spellpower + will be gaining on raw stats (plus the mace/daggers look lame ^^)
My 3s team seems to be having serious problems with season 7 I run with a warr/ret or warr/Dk team. We seem to be getting blown up a lot harder then we were last season, and I'm really at a loss, we are by no means a good team or top notch arena players but were decent and we can't seem to even get started. So my question is did I miss something? Did deep tree become an obsolete spec for pvp now ( most of the druids we are going against are all throwing IS and yet being able to heal as good as me), did I miss something in my gearing? Is there some new trick for Druids that I missed the memo on?
Some more direct questions too.
As far as gearing, is getting 2peice wyrmhide with 3 peice kodo worth it? for a pure tree or only if I go to a hybrid spec with at least IS?
What addons work best in arena for managing buff timers? I've used a few and they are all to clunky and screen hogging for my arena play I already have trouble keeping track of my partners when they don't announce what side of the map they are running to.
My 3s team seems to be having serious problems with season 7 I run with a warr/ret or warr/Dk team. We seem to be getting blown up a lot harder then we were last season, and I'm really at a loss, we are by no means a good team or top notch arena players but were decent and we can't seem to even get started. So my question is did I miss something? Did deep tree become an obsolete spec for pvp now ( most of the druids we are going against are all throwing IS and yet being able to heal as good as me), did I miss something in my gearing? Is there some new trick for Druids that I missed the memo on?
Some more direct questions too.
As far as gearing, is getting 2peice wyrmhide with 3 peice kodo worth it? for a pure tree or only if I go to a hybrid spec with at least IS?
What addons work best in arena for managing buff timers? I've used a few and they are all to clunky and screen hogging for my arena play I already have trouble keeping track of my partners when they don't announce what side of the map they are running to.
I can't speak for higher rated arenas (so this may well be garbage advice in gladiator range), but my druid's 2050 3s is warrior/ret/WG druid. The thing we've found often with these heavy burst caster teams is that you've gotta really play to positioning and matching their cooldowns. You need to accept that, against, for example, a good RLS, line of sight of the warlock while the rogue is on you is basically a guaranteed kill for them if your team is low on cooldowns. Not that you necessarily want to play really defensively, but pay special attention to where their heavy damage casters are standing.
Sometimes it does feel a bit unavoidable, with my warrior partner getting spam dispelled and globalled immediately after shield wall fades, but you can think of that as somewhat of an 'enrage timer', in that you have to put down enough pressure on them before they can squeeze a burst kill off on you. Make sure that they don't switch to you while you are standing in the open, and if you go in for a cyclone without any nearby LOS, if possible throw up a few pre-hots. The game becomes more avoiding damage through CC and LOS than trying to heal through it. This might change a bit through gear, though, as these experiences are with myself and the warrior still in 2 piece mainset hateful and some deadly.
I haven't seen any serious resto druids using 2pc wyrm/3pc kodo because the swiftmend bonus is considered pretty worthwhile, and the +50 resil not all that necessary (most druids are gemming full or near full SP at this point anyways, so resil isn't exactly in that high of a demand). As far as buff timers, I tried HoTCandy but I found it to be difficult to mentally parse when trying to coordinate blooms over 3 targets and eventually just wrote an oUF layout that shows my HoTs over my party frames (I'm sure pitbull and such can be configured to do something similar).
kylem - i run the same makeup as you, minus the DK. We are still working our way up, and we didnt play in any seasons previous. We are about 1550 now which is nothing to brag about, but we are hitting our stride and i fully expect to be over 1800 in a few weeks.
I am nearly full tree (including WG), feel free to check out my spec if you like. I am not saying my spec is perfect, but its works very well for me. I love the improved thorns. I am in furious/deadly kodo main pieces (saving up for relentless pieces now) and all relentless offpieces that i can buy. I am running slightly over 900 res currently in 3s.
The burst teams are the biggest danger to us as we have come to experience it. On heavy caster teams, our warrior generally goes defensive with shield and I try to stay out of LOS as much as possible. If we can live through the initial burst or go 1-1 with them, we almost always win. I try to start off by CCing a MS'er if i can (hunter, warrior, rogue) which lowers the initial damage out put and throws off cooldowns so that one getting cc'ed uses theirs later. Any time i am stepping out of los now, i try to keep up some hots on myself incase of a strong switch. Barkskin has saved my ass multiple times thats for sure. Teams with DK/Mage can seriously screw me up because they have multiple ways to stop me from kiting (or slow me down at the very least) from range. On these i just try to stay out of LOS as much as possible and toss hots as i can. a well timed bubble by your pally on himself or you or your warrior (whoever is getting focused) can help live through that initial onslaught and turn the tide in your favor.
I know this isnt the definitive answer you are looking for, and I am far from expert (still learning myself), but hopefully it will help you a little bit.
I have a few PvP questions for a Resto Druid/Enh Shaman combo. First of all, the gear of both of us is pretty decent, I am sitting at around 2600 spell power, 830 resilience and have around 23000 hp, just to give you an idea. And I am use a deep resto build with wild growth.
We are doing surprisingly well with the team, but it could be nice to have some questions answered about the best approached against some combos.
Resto druid/melee DPS: When fighting any resto druid/melee DPS team, my shaman tends to spam dispel, but I fill like this is a bad move and we instead should try and cyclone the blooms. Would like to hear if this is true or not.
Disc priest/mage: This combo sometimes give us a lot of problems, and other times none. We tend to go hard on the priest and just sit out the sheep. Problem is when they start kiting my shaman and he eventually goes OOM, and therefore is not able to keep any pressure up. I am afraid that beating this combo is perhaps not in our cards.
Destro Warlock/Mage: A combo that can take down my shaman in one silence. The warlock usually tries and get a seduce/banish on me, and I therefore tend to keep max range to my shaman at all times. He would like me to stay closer to him because he tends to die anyway, but I fear a CC chain where I wont be able to help him.
Destro warlock/Elemental Shaman: Similar to the combo above, only we tend to win more since we can keep the pressure up, but tips to have to avoid the shaman knock back at a critical moment would be very welcome.
Disc Priest/Rogue: We tend to go hard on the priest, and have me CC/kite the rogue. Problem is when the priest is very fast at assisting the rogue and they nuke down my shaman. I feel we should try and outlast them, but sometimes the other teams priest hardly lose any mana while maintaining high pressure.
Sounds like your shaman could be doing more to shutdown caster burst when you're cced. With windshock and grounding totem he should have a good chance to live through cc chains. If worst comes to worst he can heal himself.
I run disc/enhance around 2.2k and it's amazing how long a competent shaman can live without heals.