I play enhancement/resto druid at 1900 (waiting for points update to buy the helm on wednesday before pushing for 2k+).
Originally Posted by Pennypacker
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.
It depends really. Against some druids this works, against others who just spam lifebloom it doesn't. What you need to do is try and cyclone the blooms, as you said, and make coordinated switches. The weakness of a druid is healing multiple targets when they are both under pressure (in my opinion). Be clever while using cyclone, cycloning a dps target to avoid healing works great as well. The druid has to nuke alot against any druid healer team.
Originally Posted by Pennypacker
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.
I think we've got like 80% win against this combo, only losing to ridiculous shatter combo's and an unlucky CS or fear. What I usually do is sit on the mage, annoy him with wind shears and groundings. Once he's getting low on mana we switch to the priest and finish him off. The shaman will have to do a fair amount of healing (either himself or the druid) to be able to live through coordinated burst. Long fight.
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.
Not met this combo yet, smells like an auto loss on Ring of Valor. Never stay in tree form against any lock/healer or lock/casterdps team. It's useless. I'd focus the destro lock and interupt poly's / fears. Do not use heroism as the mage will just spellsteal it and you'll have to purge it off. I never use heroism against a double dps team that has a mage.
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.
You can't, really. It's quite hard on Blade's Edge and you should try and force them to fight downstairs. Focus the shaman, but only interupt lava burst and focus interupt fears from the warlock and/or a chaos bolt when you're low hp.
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.
Dangerous setup when they play extremely agressive (priest dispelling all hot's). I usually purge the priest clean and try and sit on him. Don't be afraid to switch to the rogue though, after evasion is gone you should be able to dish out some really good damage. Cleanse yourself (totem+cure toxins) on every gcd you have available. Make sure your druid stays far away from you so there's no way the priest can fear you both.
Howdy, jerks. Wanted to ask a question, I'm attempting to gear up my warrior buddy at the moment in 2s, and we are having SERIOUS problems fighting any team with a mage. My warrior constantly gets rooted/sheeped all to hell, and frequently does under 10k damage to such teams, especially if they are double dps and I get blown up instantly. Any advice? I have tried cycloning the mage, but this is a stopgap measure at best since cyclone lasts less time than fnova, and I usually get CS'd as I go in for the cyc. Any suggestions?
Yeah, sheep with no magic dispell is pretty foolproof. See if you can get your warrior to spell reflect a sheep, and you'll have a moral victory at the least. Or maybe pyrrhic.
As a long-time bear, I am relatively new to healing. In fact, I only heal in arenas. My team is currently at 1000, so I am looking at beginner advice as opposed to perfecting an already good team. I play with a BM hunter and a mage on my 3v3 team. I am deep resto, all the way to WG. So, with that disclaimer, I have a few questions that seem to be recurring themes:
1. How do you deal with locks, or even worse, a rogue/lock/shaman comp? That seems to be my nightmare right now. With locks generally, we are trying to sheep the lock -- more to throw the team off their game in the early moments and avoid the initial burst as much as anything else. I am staying out of tree form to avoid the banish. This seems to be the only real time I am falling way behind on healing. The RLS comp just seems impossible for my group.
2. Are you playing offensively at all or just healing? In doing 2v2, I know playing offensively is a must, but how does that translate into 3v3?
3. Why are most trees specced into Nature's Splendor and Nature's Reach? I am not using my balance spells often and it seems to me that having a shorter "bloom" timer on lifebloom would make sense.
4. Is it worth speccing into Naturalist to get the reduced cast time on Healing Touch, then get the glyph to reduce the cast time to 1.1 seconds? I know the heal is reduced, but as a pure heal, that seems to make sense to me. Most of the top trees, however, have not gone that route and I was just wondering why.
5. When playing against a rogue, do you spam abolish poison or just heal through it?
6. I would also love opinions on when to truly tree-tank (stand there and heal through whatever is coming) vs trying to kite melee dps. Obviously, LOS'ing casters is mandatory, but if there are exceptions to that, I would be interested in hearing about them as well.
(Not answering 1 as it's a comp dependent question and I don't have experience running hunt/mage/dru)
2. In 2s, a good druid plays very offensively with an IS spec (like 24/0/47). In 3s, your offensive pressure will come mostly from Cyclone/Bash, the odd Moonfire kill when your team is locked down with someone at 2%, and Faerie Fire on Rogues, if possible. You generally can't afford to play that offensively as a druid, as most of your GCDs will be spent HoTing the other team's target AS WELL as pre-hotting another; if it looks likely the team is going to switch to you, you'd better have some HoTs (I personally go for 2LB/1Rejuv) up, or you'll be dead in a silence.
3. All will be in Nature's Reach for Faerie Fire/Cyclone (see previous post). As for Nature's Speldor, although certain times an early Lifebloom final tick could save a life, you shouldn't be relying on that when throwing up the lifebloom stacks; Obviously, you can and should let them fall off if that final heal will go to good use, but in most cases, I don't see where a single talent point would be more beneficial. Remember, it's also adding time onto Rejuv and Regrowth; the Rejuv time is very important as it allows for you to keep up a HoT for swiftmend without managing it quite as much.
4. I've only seen Zdr do this. I really couldn't tell you why they go this route, but consider that spamming Healing Touch basically makes you into a shittier version of a Paladin; One lockout/silence and you're dead, plus you've just thrown away your mobility. Take a look at how much Healing Touch does at 50% vs Nourish; not a huge difference, really.
5. Always have Abolish and your HoTs up, aside from this a lot of druids recommend spamming Tree Form in order to guarantee that Wound Poison (and not Crippling, which is canceled by form change) is removed.
6. Against warriors, kite. Nature's Grasp and Cyclone (watch for Zerker Stance/Spell Reflect) are your friends. Time Barkskin with Bladestorm. They should basically never be able to touch you.
Against DKs, I myself prefer to tank or escape with Nature's Grasp; If you don't have Nature's Grasp, make sure you at least have full HoTs before trying to cast a Cyclone/Entangling Roots, or you'll get locked out/silenced/stun'd into death. I like to time Barkskin for Gargoyle.
Against Rogues, it's sort of your choice; I usually face them with mages, at which point I'm spamming Tree Form to escape roots and get around some LoS, so basically tanking. I'd time Barkskin either for an in-LoS opener, or an unlucky stun.
(My Druid is Ringzero - Drak'Tharon, so this isn't Gladiator advice, just my personal experience)
1. How do you deal with locks, or even worse, a rogue/lock/shaman comp? That seems to be my nightmare right now. With locks generally, we are trying to sheep the lock -- more to throw the team off their game in the early moments and avoid the initial burst as much as anything else. I am staying out of tree form to avoid the banish. This seems to be the only real time I am falling way behind on healing. The RLS comp just seems impossible for my group.
If I were to see your comp in 3s, I wouldn't worry about if we were going to score a win so much as how fast we'd score a win. The only thing I can think of for you to try different is to have the mage sheep the shaman. I'll eat it off him with my felhunter, but it'll cost him a purge or a heal.
Depending on your skill level, you can safely stay in tree. You should set your focus target to the warlock via gladius, and watch his cast bars (I use quartz for the customizable cast bars). If he starts casting banish, stop what you're doing and drop tree. Even if he's not targetting you. He can't cast the spell at all on invalid targets, so if he's casting Banish, he's casting it with you as the target.
Regardless though, when we pop bloodlust, someone on your team is going to die. It's entirely possible though that we'll just gib your mage - we've blown mages up inside of a couple GCDs before. Also remember that our shaman will be purging your hots off our kill target during bloodlust. Just because someone's fully hotted doesn't mean they'll still be hotted at all in 4-5 seconds. Pay attention to that. I'm not going to lie to you, it's going to require a great deal of skill on your part to beat RLS.
Been lurking these forums for so long, can't believe I'm finally writing a post. Anyway, here it is:
My recently-rerolled resto-druid is going to attempt 2v2 arenas in the near future with a buddy of mine. We'll be playing with either his rogue or his hunter. I have earlier season experience in dru/lock teams both as the druid and as the warlock, but I don't really know how to play any other druid-centric setup. With the 'lock, it was almost always an outlast game, with elaborate defensive CC-strings and lots of dots and mana drains. Here's a few questions that I've been having a hard time finding an answer to:
0. Is dru/rog or dru/hunt an outlast team anymore? Should we asume healer/x games can only be won at the shallow end of the mana pool?
1. Rogue or Hunter? Which would be the better buddy for a resto druid (assuming equal gear and skill levels) The few top-rated dru/rog teams I've managed to find almost always have the druid listed as feral. Not my cup of tea, really.
2. Insect swarm or more resto talents? Again, oppinions seem divided and, esspecially with 3.3 locking druids into "tree-tank" mode, IS will only give me yet another reason to leave the Sacred Bush Form. Get IS and use it sensationally? Pop in-and-out of tree, wasting a bunch of mana in the process? Be agressive and wrath/moonfire/IS a lot?
3. Finally, more on the side of the treetank topic, would a deeper balance spec provide better synergy to a rogue (in the he holds'em down, I light'em up sense)?
Been lurking these forums for so long, can't believe I'm finally writing a post. Anyway, here it is:
My recently-rerolled resto-druid is going to attempt 2v2 arenas in the near future with a buddy of mine. We'll be playing with either his rogue or his hunter. I have earlier season experience in dru/lock teams both as the druid and as the warlock, but I don't really know how to play any other druid-centric setup. With the 'lock, it was almost always an outlast game, with elaborate defensive CC-strings and lots of dots and mana drains. Here's a few questions that I've been having a hard time finding an answer to:
0. Is dru/rog or dru/hunt an outlast team anymore? Should we asume healer/x games can only be won at the shallow end of the mana pool?
1. Rogue or Hunter? Which would be the better buddy for a resto druid (assuming equal gear and skill levels) The few top-rated dru/rog teams I've managed to find almost always have the druid listed as feral. Not my cup of tea, really.
2. Insect swarm or more resto talents? Again, oppinions seem divided and, esspecially with 3.3 locking druids into "tree-tank" mode, IS will only give me yet another reason to leave the Sacred Bush Form. Get IS and use it sensationally? Pop in-and-out of tree, wasting a bunch of mana in the process? Be agressive and wrath/moonfire/IS a lot?
I'm in the same situation as yourself Ark as I'm running with a hunter buddy of mine with my druid. I remember the strat in earlier seasons used to be just to outlast everyone else (that had a healer anyways) but it seems like healers these days are just so mana efficient it would be a lot harder to pull that off. I'm thinking that with the additional points into balance I just just occasionally sit back and help out with the deeps? Hard to say if it's totally worth it. Or maybe I should just go feral and try to attempt at being a burst team? Arg decisions!
Hi everyone, and Happy Thanksgiving to those of you in the US!
I've started playing with a DK in 2s recently. We've encountered comps that are harder for us than others, but after brainstorming and talking things through we have been able to beat teams that beat us the first time around pretty assuredly. However, we're finding that we don't really have a great idea when it comes to disc/feral.
We've found that my DK can't effectively peel the feral. He can slow the feral down somewhat, but between instant cyclones and tons of shifting, I get the feeling that even when he is doing nothing but trying to peel by CCs and by damage, it is a whole lot of exertion for practically little effect. Meanwhile, I try to put my back to walls when the feral has cooldowns popped (assuming that I'm on DR for CCs) or when I'm in a pinch, but that just allows the priest to stand in my LoS and spam mana burns and it becomes a lose-lose situation. I've tried kiting the feral around, but I've found that the only effective method is the cyclone chain every 15 seconds (priest dispels hibernate and feral shifts out of roots).
We have tried the tactic of just focusing on the priest since my DK can't do a whole lot against the feral anyway. This lets the feral sit on me, but does let the DK focus on the priest. However, the feral would just cyclone whenever he has an instant nature cast up and allow the priest to heal himself to full. We've tried dragging the two out of LoS/range of each other and trinketing/DK Anti-Magic Shell at kill opportunities, but I've found that whether we kill or not at this point is really a function of luck.
We have lost to different feral/disc teams and I feel like when we win it isn't so much a matter of good teamwork; it's frustrating to feel like we're only beating this comp because of luck. I'm just really puzzled and I feel like we're missing something somewhere. In all honesty I'm not sure how my comp should approach disc/feral. Does anyone have any experience or advice to share?
I run warrior/Druid comp, I am the warrior, however we just faced this comp last night of feral/disc. Your Dk, is just going to have to get used to playing like a warrior in the respect of alot of target switches all the time, Because of that teams ability to spuratically cc that you can't exactly predict due to the ferals proc instants. Assuming that your Dk is Unholy try keeping the fight in the open and in the middle of the arena using his Desecration much like a hunter frost trap, kiting the feral over it. Use DG Defensively to help you get off a CC or a Top off. IF your Dk for some reason is not unholy then just have him use a Focus target macro to spam Chains on the feral, yes he's just going to shift out however it's less damage he's doing to you, and you can do the same to drop his mangle debuff and possible pull away for a breather or a sip if the dk follows up w/ a well timed DG.
We beat the comp, but it took us a long time as i had to sit though alot of "Hey yo, your cycloned" moments and it was only by keeping rend on both targets, for OP spams w/ MS up that i was able to finally knock over the priest.
Good luck, Btw we stuggle w/ the comp of DK/druid any advice shot back my way is welcome.
Thank you very much for the feedback Chudruxx. We actually ended up beating one of the teams that beat us a few times yesterday following the tactic you described. We did fight them in Nagrand Arena, which I felt played a large part in our victory, and I imagine in an arena like Ring of Valor it would be a lot harder for DK/druid vs feral/disc. We ended up playing an outlast game, with me chiefly healing using 2-stack lifebloom blooms while constantly pillar-humping the feral while staying out of LoS of the priest. I found that I could not keep rejuv up against the dispels and being out in the open for nourish casts left me vulnerable to mana burns. I had to play very defensively, hoarding my mana and not being able to assist my DK with DPS.
I apologize in advance for not having extensive experience with the issue you're asking about, but I'll try to help to the best of my experiences. I used to play druid/warrior as well we also struggled a lot against DK/druid, and nowadays I find playing on the flipside is just really favorable towards the DK/druid. When I was playing druid/warrior, things that my team found to work are frequent switches every time their druid has the full arsenal of HoTs up. Between this method and MS, the DK's druid should run out of mana faster than your druid. It also helps if your druid can cyclone lifeblooms in addition so that the opponent druid does not get the mana returns from full blooms. I used to save my Nature's Swiftness for Cyclone on innervates rather than heals (followed by Cyclone spam as the DK's druid will most likely trinket immediately if it is up) to further help win the mana war. We have found that my kiting the ghoul that sits on me the entire match and killing it when the DK's druid goes out of LoS either forces the druid to come out and spam away some mana on the ghoul or allows me to get some drinks in, sometimes both. I don't see a lot of warrior/druid teams do this, but when my team fights other druid/DK teams we've found that it restricts the opponent DK's damage quite a bit by killing the gargoyle, oftentimes denying a kill setup.
My pleasure man, glad anything i could think of could be of assistance to you, and in return thanks for the insight, no better place to get it than from someone who's played it. Continued best of luck.
So what's the word on this upcoming season? I've been out of the druid/WoW scene since S3, and back then pure resto was king.
I'm looking to get back into the theory end of PVP druids and I'd love to start brainstorming for this season. Is the balance/resto hybrid tree still the way to go? I'll probably be forming up with another resto druid (or possibly a pally), a fury war, and myself either rolling as a hybrid resto or as a feral. Currently running AB with a 11/0/60 build but I'm really interested to hear more about how treetank works out in arenas with current patch and what's suggested talentwise--reminds me a lot of the old feral/resto nature's swiftness hybrid builds for maximum survivability in pvp back in vanilla wow.
My main question is, should I be gemming for spellpower stacking still, or what's the story on gemming resil after the recent resil patch and 10% nerf to healing?
Last edited by Trent_Alkaline : 02/02/10 at 6:36 PM.
I was hoping to get this thread up and running again, so I thought I would post a couple of questions. I recently moved to primarily playing a 2v2 arena, as opposed to 3v3. My partner is a BM hunter. Despite healing for a while now, I am still pretty inexperienced.
1. I know this has been discussed, but how offensively do you play? I do not have IS, and have kept WG in my spec -- even for 2v2. Should I be moving to an IS build?
2. I recently pulled the Corroded Skeleton Key from my bear set and started using it in arenas. I am using that and the Medallion of the Alliance as my trinkets. Are there other trinkets anyone recommends?
3. My healing rotation begins with WG, then Rejuv, then LB x 3. If I can get a Regrowth up (if I am just healing, not taking any damage -- pretty rare). Any suggestions? It seems to work pretty well for me.
Thanks for any suggestions. Let's get the tree discussion moving again!
I was hoping to get this thread up and running again, so I thought I would post a couple of questions. I recently moved to primarily playing a 2v2 arena, as opposed to 3v3. My partner is a BM hunter. Despite healing for a while now, I am still pretty inexperienced.
1. I know this has been discussed, but how offensively do you play? I do not have IS, and have kept WG in my spec -- even for 2v2. Should I be moving to an IS build?
2. I recently pulled the Corroded Skeleton Key from my bear set and started using it in arenas. I am using that and the Medallion of the Alliance as my trinkets. Are there other trinkets anyone recommends?
3. My healing rotation begins with WG, then Rejuv, then LB x 3. If I can get a Regrowth up (if I am just healing, not taking any damage -- pretty rare). Any suggestions? It seems to work pretty well for me.
Thanks for any suggestions. Let's get the tree discussion moving again!
RE:
1. It depends on how offensive you feel you have to be in order to obtain kills. In playing against Hunter/Healer builds, and particularly Hunter/Druid, it seems as though the hunter's dps can go down drastically once they run out of mana, so a high pressure approach may work better. To whit, if you can survive burst teams without WG, an IS build will probably be better suited for you--be warned, you have a lot less hps at your disposal, so this is more of an "all-in" strategy than you are likely used to.
2. You may want to use the wintergrasp trinket in place of the Medallion if you find you need more oomph on your IS. Based on my experience, the defensive capacity of the Medallion is very powerful as it allows you to spare more time for offensive operations when you're the focus target, but you will have to gauge based on your team's behavior and coordination. Ideally, your partner should excel at keeping them off you--but you'll have to see.
3. Don't begin with WG. First, it's highly mana inefficient. Second, while the hps is nearly identical to Rejuv, it has a much lower duration--and if 800ish hps is enough based on the incoming damage you encounter, you'd rather not have to waste a second GCD. My recommendation is to start with rejuv, triple bloom their dps target, and start cycloning right away. With your comp, there will always be an available cyclone target, so you'll want to jump on the cc chain right away. I don't want to get into too many specifics about your CC chain, since you didn't ask for them, but cyclone into ice trap into scatter shot should be enough time to start up Cyclone again off DR. I'd go that route if you can.
I can't see a reason to run with Wild Growth over Insect Swarm in 2v2 arena for any kind of comp (whether running with melee or ranged partners). Insect Swarm, glyphed, is amazingly efficient and provides pressure on your kill target for very little cost, as well as allowing you to solo Warlock/Hunter pets a lot faster. Your healing output should be enough to handle the damage in 2v2 matches, even double DPS comps, without using Wild Growth.
Also if you're running with a Hunter, I would suggest the Hunter spec into marks. BM is a burst spec and relies on killing targets very quickly, which a resto Druid isn't built for. Druid/Hunter's strength relies on applying pressure during very long CC chains. Ideally this means Scatter Shot -> Freezing Arrow -> Cyclone x3 -> Bash, at which point Freezing Arrow should be coming off cooldown shortly. During all this time the kill target should be taking a lot of damage.
I was hoping to get this thread up and running again, so I thought I would post a couple of questions. I recently moved to primarily playing a 2v2 arena, as opposed to 3v3. My partner is a BM hunter. Despite healing for a while now, I am still pretty inexperienced.
1. I know this has been discussed, but how offensively do you play? I do not have IS, and have kept WG in my spec -- even for 2v2. Should I be moving to an IS build?
2. I recently pulled the Corroded Skeleton Key from my bear set and started using it in arenas. I am using that and the Medallion of the Alliance as my trinkets. Are there other trinkets anyone recommends?
3. My healing rotation begins with WG, then Rejuv, then LB x 3. If I can get a Regrowth up (if I am just healing, not taking any damage -- pretty rare). Any suggestions? It seems to work pretty well for me.
Thanks for any suggestions. Let's get the tree discussion moving again!
1. IS build.
2. I think there's an argument for Skeleton Key in 3s/5s, but for 2s I drop my stam/resil in favor of spirit/spellpower quite a bit. I use a pve regen trinket.
3. Rejuv/LBs, regrowth as a flash heal, Nourish-spam rarely in emergencies.
With a hunter you might consider spec'ing into revitalize. Good luck!
There is little argument for Skeleton key in any bracket. You will be much better off with the healing throughput a Battlemaster's/Solace/Purified Lunar Dust provides. On top of this it would be silly to drop the 50+ itemlevels going from the current Medallion to the WG trinket. You can compensate for the resilience by switching in one or two PvE items. The crafted boots or cloth Emblem of Frost belt are very suited for this.
As a WG spec you should have Revitalize anyways, as the alternatives are highly undesirable given the lacklustre benefits from Living Spirit and especially in 2's the little use you get from Living Seed.
Having played Druid/Warrior to a peak of 2400 in S6 (without arp), I figured I should dump all my knowledge here before it becomes semi-obsolete in cataclysm. I still play the comp, although my warrior has not been keeping his gear up to date. I'm at work and bored, so here we go. I may have omitted a few comps, and will try my best to help with additional comps if required.
Addons:
- Some kind of DR tracker for cyclone
- Gladius
- Pitbull 4 unit frames (works wonders for hots)
- Some sort of cooldown tracker for important abilities (fears, kidney shot, hammer, etc)
Specs:
- 21/0/50 IS spec variant <- use this if you'd rather play offensively.
- 18/0/53 WG spec variant <- use this if your warrior is very well geared and capable of taking down stuff by himself. This is a higher survivability spec, double dps will have a harder time taking you down. If you're undergeared, use this spec.
When done right, the above yields a nearly seamless CC chain. Remember that any damage will break intimidating shout, so don't moonfire/insect swarm a target you want feared.
Strats vs popular comps:
1/10 is very easy
10/10 is nearly impossible
DPriest/Rogue 5/10
Positioning, positioning, positioning. You will most likely win this by outlasting. There are two key components to winning the fight: avoiding mana burns, and avoiding fears. A fear -> blind/sap combo is truly deadly vs this comp. Your warrior should be aware of the priest's position and charge/intercept the priest when necessary. If your warrior is good on health, you can travel form away from the priest instead. Kite around a pillar, cat form stealth -> pounce + cyclone works great as well. Your warrior should play defensively when required, and switch targets often. When switching away from the rogue, he should use piercing howl first. As a druid, it is your job to make sure the rogue does not pull of a restealth. Always stand near a pillar to avoid mana burns, as bear form eats up a lot of mana as well. The warrior should intervene when he sees the priest dispelling hard, or dpsing (holy fire etc etc). If you're caught in a fear, be wary of dispels on you. This could indicate a switch, in which case your warrior will need to peel.
Tips:
- Keep an eye on kidney shot cooldown and cyclone immediately as your warrior is stunned. This will prevent the heavy damage sustained during KS.
- Fear, cyclone, or root the priest's shadowfiend.
DPS/Rogue 8/10
Often a very tough fight. You want to prehot as much as possible vs these teams and remain in tree form to avoid a sap. Versus spriests and warlocks, be wary of fearbombs and spread out when you see the enemy charge in. Stagger your cooldowns (including disarm, if possible), as you will not survive past 20 seconds if you blow everything off the bat. Your warrior should avoid getting sheeped vs mages. If and when your warrior gets on the rogue, his priority should be rend. This generally prevents the rogue from vanishing and re-opening (which usually leads to a loss). Play the game as slowly as possible. I tell my warrior to intervene whenever it's up vs double dps/rogue. This gives me much more time to heal him. Feral/rogue is quite common as well. If they open on you, your warrior should pop spell reflect immediately as he WILL get cycloned otherwise.
Tip: - When the rogue is not beating on your healing target, keep an eye on wound poison. If it is removed by abolish poison, immediately hit swiftmend.
Mage/Priest 8.5/10
Very tough fight. M/P definitely has the upper hand. They can CC your warrior endlessly, and eventually catch you in a DF and blow you up. Your warrior needs to come up with some huge spell reflects on polymorphs (or LoS's) and put in some damage when possible. It's your job to stop the priest from drinking. You will most likely win this from ooming the priest. If the mage is arcane, tunnel him from start to finish (without exception).
CasterDPS/CasterDPS 4/10
Generally similar strats accross the board. Play very defensively, as there is no reason to rush the game. Your warrior should LoS with you if he's below 75% HP, or if he has no HoTs. Peak out and dot up the enemies, this will force them to come to you. Avoid fearbombs and double novas. If possible, rotate targets and keep cycloning the other target. Remember not to get greedy, the game can end any second vs spriest/ele, ele/destro, frost/spriest etc. In fact, I've seen my warrior die in between HoT ticks at 90% health.
Paladin/Deathknight 7/10
Potentially long fights. These guys have tons of survivability. You need to pull off a perfect CC chain and kill the DK. If needed, I'll move out into the open and have all 4 of us fighting in one big clump. It sounds dumb, but allows your warrior to tab pummel the paladin and start the CC chain. When the pummel lands, fakecast the mind freeze, cyclone the paladin x 3 and follow up with a fear OR with cyclones on the DK. Your warrior needs to pummel the next heal, this should allow cyclone DR to fall off the paladin, at which point you should win (barring bubble etc). Of course, 100 things can go wrong here (AMS, gnaw, hammer).
Tip: - NS cyclone the DK is he gets bopped at very low health.
Paladin/warrior 7.2587/10
Again, a pretty tough fight. The paladin will never run out of mana. The kill target is usually the warrior. Strat is very similar to paly/dk, except much harder to heal through. Sunder/DoT up the warrior and pressure him hard, and cyclone him when he gets bopped.
Healer/Warlock 7.5/10
Long, boring fight. You need to kill the pet before you can make any progress. Try and catch the pet behind a pillar, root it and kill it. On maps like BEM, winning is nearly impossible thanks to teleport. Paladins, shamans and priests are a little more manageable, but druids are more common (these are a pain in the ass). You'll need to stay on the top level when a kill is imminent, and finish off the warlock as he ports up (cyclone the healer as well).
DPriest/Enhance 3/10
Pretty easy fight. Just play it slow and oom the priest. LoS like a madman and avoid unneccessary hotting. Use the gladiator idol, since rejuv and regrowth are nearly useless vs this comp.
DPriest/Ret (protret) 4/10
These teams are more and more common. I want to say protret is a little easier. Play the game slow, and once again OOM the priest. Rets have much more burst than protret (ok protret can rip you a new one too, but w/e), so watch out for dispels on your warrior + wings and whatnot. Keep track of repentance cooldown. If it's off cooldown, stay in tree and never come out if your warrior is not hotted (hint: you'll eat a repent + fear/hammer).
Tips: The ret may leave you completely alone at some points, where you can sneak in some drinsk OR pull off a stealth (just make sure your warrior has a defensive cooldown available). When the ret comes to find you, pounce -> cyclone him.
Druid/Hunter 9/10
You need to play this VERY well to win. If your warrior is a tunnelvision baddy, forget it. The key is to stop the huge CC chains they will throw at you. It generally starts with a scatter -> trap. Your warrior should be aware of the scatter shot, at which point he should intervene you and eat the trap. If that fails (or if he fails), he needs to pummel the incoming cyclone. There are also fillers like wyvern sting & silencing shot (depending on spec) and bash to watch out for. Once you get a hang of stopping their CC chain, it's a matter of healing through the hunter damage. The next important step is to kill the pet (very hard to win if the pet stays alive). Once the pet is dead, ride the hunter and continue interrupting the CC chains. Good luck.
Tip: - Hibernate the hunter's pet if he follows you behind a pillar.
- Keep track of Wyvern sting cooldown if applicable, and make SURE you have abolish poison up on yourself when wyvern sting is up.
- Keep up abolish poison if GCDs permit vs MM, as it may negate some serious chim shot damage.
Priest/Hunter 10/10
Toughest fight there is. Same strat as druid/hunter, but with less room for error (you can't pummel fear).
Priest/Feral 6/10
Quite uncommon. These are easy unless the feral is stacked with PvE gear (aka arpen). Your warrior can easily go down in a fear -> cyclone + berserk shred shred shred type combo. The key is to cyclone the priest when he gets his innervate from the feral. Make sure to root, cyclone or fear the shadowfiend when it is popped. You can win this through mana, or through CC chains. Ferals have very high survivability, and killing a priest with a feral on your arse is nearly impossible. Try and catch the feral offguard with a hibernate if he follows you behind a pillar.