(Created by Therst from the server Gorgonnash)
Therst’s Druid + Hunter 2v2 Guide
(Includes Druid Perspectives)
I am writing this guide because I receive too many whispers regarding strategies to be able to answer them all sufficiently. Additionally, the only one I am aware of is by Megatf (http://www.arenajunkies.com/showthread.php?t=2553) – it’s a good guide, but its kind of brief, and I thought I would elaborate by writing this.
In an effort to keep this guide under a ridiculous length, I’m going to take some things out, including talent reviews and gear info.
I realize this is a long guide, but by reading the entire thing, you will get more out of it. I try to repeat important points in each different lineup involving one of the same classes, but it gets tedious and I may forget to add some things that I already have 1 or more times in other strategies involving that class.
Druid, hunter is in my opinion, one of the most powerful 2v2 compositions that there is. I prefer it to priest, hunter for a few reasons, including, druids are much more durable vs. melee, have more mobility than priests, have heavy CC, and they compliment my play style. It really doesn’t have many hard counter combos when played correctly; my druid, Darkalpha, and I typically only lose to very skilled warlock, rogue teams and T6 geared double DPS teams, and we win more often than we lose against them.
Even if you lose games to comps that you shouldn’t, don’t get discouraged. As long as you learn something from the game, that’s all that matters. Points never stay solid, and you can always get more points to make up for any you may lose.
Talents
0/42/19 (http://www.wowhead.com/?talent=cZVVVoEzhMstchhbtM)
This is a very basic hunter PvP spec. It is good for 2v2, 3v3, and 5v5, as well as BG’s. I used this spec for a quite a while, and Hamchook still does. There are many variations of this spec. You can place 20 in Survival, and cut out 1 point from Careful Aim to put into Wing Clip, or take 1 point out of Entrapment and place it into Improved Wing Clip. Basically just 1-2 point variations of the same spec based on preference.
11/41/9 - Recommended (http://www.wowhead.com/?talent=cVbRzZVVVoEzhzstMhoh)
This is my current build, as well as Megatf’s. It is a tri-spec built specifically for 2v2 and 3v3. The idea behind this build is being able to prevent your opponents from drinking as easily, especially druids, and making a pet revive mid-game viable. Most good teams love to kill hunter pets, for good reason. Whenever your pet dies, you can simply freeze / wing clip / cyclone / root and get him back up in 4 seconds for minimal mana.
Compared to 0/42/19:
You lose 10% HP from Survivalist, 1% damage and crit bonus damage from Humanoid Slaying, 16% chance from Entrapment, Deterrence, and most importantly, Surefooted. To make up for the loss in hit, I elected to find get a 30+ hit scope (http://thottbot.com/i18283.) You can also socket your gear with +hit gems.
You gain 10% pet health, 5% health, from Endurance Training, 7% pet armor and 4% armor to yourself from Thick Hide, 2% damage from Focused Fire, Improved Revive Pet, and Bestial Swiftness.
Losing Humanoid Slaying is made up by Focused Fire; losing Survivalist is made up by Endurance Training; losing Deterrence hurts, but if you are relying on it, you’re doing something wrong. The only talent that I really hate losing is Surefooted, and that’s because I had to switch from a 28 crit scope to a 30+ hit to reach the 5% hit minimum. However, teams LOVE to kill pets, and we need them to keep our opponents in combat and from bandaging. Basically, against a healer, DPS team, if your pet dies and you cannot resurrect it, you’ve lost the game because they can drink whenever they want to. Improved Revive Pet makes it possible, and incredibly easy, it reduces the mana cost to around 1600, and the cast time down to 4 seconds. Within a trap timer and a cyclone, you can have it back up easily.
Bestial Swiftness is the other great part of a tri-spec, it makes it 10x harder for casters, druids especially to get out of combat to drink, and they get less mana from jumping off the Blade’s Edge Arena bridge to get in drink tics; your pet runs just as fast as they do in travel form.
If I skipped a talent, it’s probably because it isn’t worth getting due to being terrible, or it’s not worth trading for the better talents that I have here. Then again, there are variations of these specs, so experiment if you want to.
--A message from Darkalpha (My druid)
My Spec:
I go 8/11/42:
http://www.wowhead.com/?talent=0zjZVMhoZVcIxcq0xsx
While I feel that insect swarm builds (13/11/37) will be very strong, they are not my play style. I am a very, very defensive player, and losing the +heal from empowered rejuv and the other talents that you can choose is not worth it, at least to me. I can avoid LOS enough to where I don't need the extra range on cyclone and roots, although I can really see it helping, especially for new Druids. Don't be afraid to try the IS build, you may really like it better for your play style.
--
Gear
Get all of the S3 honor gear. I recommend at least 335-350 resilience, and it’s incredible to have over 400 for double DPS teams. Bow > Gear > Melee weapons. Get everything enchanted with the best possible, and socket with BT gems if available. Pick up 2x 1h’ers and enchant them both with 30+ intellect, and a 2h’er with 35 agility. Use the 1h’ers as your standard weapons; they are incredible for the mana and mana regeneration you gain from Viper. Whenever you run up against a double DPS team, swap onto your 2h’er for the added resilience and higher Raptor Strikes.
If you want to gay up against a team that you know consists of a warlock or healer, you can use SR, though if you were going to do that, I wouldn’t wear more than 125 or so because you sacrifice a lot of damage for it. Additionally, resilience is kind of worthless against DoT’s, honestly, so put on some PvE gear while maintaining at least 11k health. If you REALLY want to gay it up, I guess you could wear like 300 SR, but only if your druid had it, too.
Personally, I wear 2x T6 occasionally for the +5% Viper mana regen bonus and a little extra damage. I have 335 resilience with 1h’ers on and T6 shoulders + legs. Don’t use T6 gloves, because you won’t want to sacrifice the 5% Multi-Shot damage bonus. Also, you’ll need to use a Talisman of the Alliance to make up for the loss of resil. I’ve been refraining from this lately because of an influx of double DPS teams, but if your BG supports a lot of single DPS, its great for mana regen.
Check my Armory profile for information regarding gemming your PvP gear.
Basic Information
The druid, hunter team is all about control and mana drain. Every 15 seconds, every time Viper Sting is up, you need to use it; you cannot overlook this, you will be crippling your team. You need to develop synergy between your druid and yourself through excellent communication and experience playing together. To beat some of the best teams, you need to be able to completely shut down melee classes to avoid damage and avoid getting low on mana. With this comp, the games are often very long, so make sure you stay high on arrows, and you and your druid both have at least 200 arena water each. I only carry about 160, but Darkalpha has 1200 or more on him at all times (Quiver QQ?) Use Scorpid Sting against melee DPS teams such as druid warrior, especially when they go on your druid. Always use track hidden. A great way to interrupt spell casts on yourself, mainly CC casts is to feign death.
I cannot stress enough how important communication is.
--A message from DA
Basic overall Druid ideals:
Stay mobile and stick close to a pillar. A druid that stands still is a druid who is vulnerable to any number of CC / interrupts that can screw you over. Stick to your HoT’s, and always be on the move to stay out of your enemy’s line of sight. You should never, ever, stand still except when you’re casting cyclone and roots, always be trying to gain better positioning on pillars so you can break LOS if they decide to turn to you. Regrowth should almost never be used except on very rare occasions (You baited a counterspell and your partner is below 50% life and taking heavy damage, for example).
--
Know where your partner is at all times. It really helps to put up raid markers so you can see each other through obstacles.
Never get low on mana, this is mostly true for your druid. If your druid gets even remotely low on mana, for example 60%, you need to CC spam your opponents so they can drink. This obviously only holds true for single DPS + healer teams. Double DPS games are over too quickly to warrant drinking. Always have Aspect of the Viper up, unless you encounter a double DPS team.
Pet
I use a Scorpid pet for Scorpid poison, in order to cheese the dispel mechanic with Viper Stings. He has Avoidance, Cobra Reflexes, Frost Resistance (Rank 3), Great Stamina (Rank 3), Growl, Natural Armor (Rank 3), Nature Resistance (Rank 5), Scorpid Poison (Rank 5), and Shadow Resistance (Rank 5). Max out Shadow Resist to help it survive vs. lock, healer teams, and max Nature Resist to help resist Entangling Roots and Hibernates on it vs. druid, DPS teams.
Strategy
There may be better ways to beat certain match-ups, these strategies are what my partner and I have been going with, but we constantly adapt and learn different ways to do things.
Warrior, Druid: This combo isn’t necessarily hard, it just varies in how long it lasts depending on how they play, defensively, or offensively, and on their skill level; it can be a huge pain.
Starting off, rush up and drop a freezing trap; they will most likely rush soon. Bait the warrior into the freezing trap for the chance that he will trinket out of it, essentially wasting his trinket. He will then charge you, and your druid needs to cyclone him, usually followed by a root. If the druid isn’t out yet, which it probably will not be, start damaging the warrior to force him out.
Once the druid pops, you get a judge of whether they are good or not. Throw a viper on the druid, followed by a silencing shot so he can’t cast Abolish, if he doesn’t go into bear instantly, odds are, he is terrible. Before I introduce the different ways in which to react to differing things the druid, warrior team can do, I’ll go over some basic CC. You need to communicate who is doing what, and when. Against druid, warrior teams, the druid is typically the main CC’er of the warrior, while you save your scatter shot + freezing trap CD for any time where your druids cyclones and roots are finished from diminishing returns, your druid needs any help getting away from the warrior, or when your druid gets relatively low on mana. Keep in mind that viper sting does not effect druids that are in bear form.
If the warrior goes on you, prepare for a long game. You’ll be spamming CC on the warrior while going after the druid. If the warrior goes onto your druid, and your druid is good on mana, have your druid tank him in bear, while you unload everything you have on him to drain the opposing druids mana by making him heal. Aimed shot is your friend on this comp; it makes their druid heal twice as much, using twice as much mana. Once the druid comes out to heal the warrior, viper him, and silence, hopefully getting some of his mana.
Most good teams have the druid play aggressively, but play styles differ. Whenever the druid is up on your partner or yourself, use Scare Beast, every single time it’s off CD. It can get annoying if you let the druid eat freezing traps that were intended for the warrior. If he comes out of bear to avoid it the fear, pop a viper, he will most likely go back into bear instantly, but know that it costs 600 mana each shift into bear, so you’re achieving something either way.
If they play aggressively, the game will end quickly in your favor, if they play defensively, there is no chance they can possibly win because you can reset the fight at any time and you’ll be CC’ing the warrior to death anyway. To speed up this fight, and to defeat great druid, warrior teams, you need to watch the druid very carefully, pressure the warrior, make him come out to heal, and when he does, have your druid bash him, casting viper sting at the same time. That’s actually the only surefire way I know of to make a druid eat viper stings; it is extremely effective.
Your pet should be on the druid. If he has Bestial Swiftness, he should have no problem keeping up with the druid on Ruins and Nagrand, you’ll still need to keep an eye out for him on Blade’s Edge so he doesn’t get free bridge-jump tics. If the warrior goes on the pet, spam CC’s on him, and keep the pet alive, especially if you don’t have Improved Revive Pet (which you should). Occasionally, warriors take an obsession with your pet, and they start to drain your druids mana dangerously fast by damaging the pet. If this happens, wait for your scatter CD and trap CD to come up, freeze the warrior, and have your druid drink, sacrificing the pet if necessary (only if you have Improved Rev Pet). Dismissing your pet temporarily is another option, and so is taking off Scorpid Poison and putting it on the warrior so you can DPS him. If you do choose to do that, you’ll need to have your druid on their druid so he can’t drink.
If there is any time where your druid gets low on mana for whatever reason, and their druid and the warrior go extremely aggressive on him, you need to spam freezing traps, scatter shots, fear beast, and wing clips on both of them, so he can get away to drink a bit. If this happens, it means the game will end soon, if you don’t mess up, it will be in your favor. Spamming moonfires, and shifting forms as often as the druid will be doing will drain his mana to 0, in conjunction with being susceptible to Viper Stings.
As soon as the druid is OOM, you cannot let him drink, and you need to keep putting viper sting. If the pet is dismissed, pull it out and put it on the druid. If the warrior is on your druid, DPS him, but if the warrior starts pillar humping to avoid damage, just get on their druid, slap on a 2her, and spam wing clip + Raptor Strike. Don’t let him get away, but try to get in ranged damage.
It is really helpful against druid teams to have a spell alert mod; I use Rupture unit frames. Try to Arcane shot the druid’s buffs down, so when you see the innervate(s), you can dispel them. Also, be aware the warriors can taunt your pet, so make sure you’re watching for that.
--A message from DA
Druid/ Warrior
You need to keep note of your CCs. I do a double Cyclone->Root->Root->Root->Cyclone again, skipping the 3rd cyclone, as it's 200 mana for a 1~ second CC, and overall not worth it
If you're full on mana, you can do a feral charge->bash, which can lead straight into the cyclone/root cycle again. Once you get low on mana (60-70%), tell your hunter it's going to be his turn soon. Do your cyclones, and when the first root lands, tell him to do his Scatter/trap once the roots break (make sure that he fears the druid so he can't eat the trap.) This way you get the full 10 seconds roots followed by a 10 second trap in which you can drink.
You need to be very careful on the target swapping, watching the warrior's target. The second he switches to the pet, you need to pre-HoT the pet. A warrior can 3-4 shot your pet quickly, so it's important to put the Rejuv on pre-emptively to prepare for a swiftmend when he does his MS.
If you're trying to go for a kill, you can bait the warrior into attacking you while you tank him and your hunter nukes him. If I was at perhaps 80-90% mana while their druid has higher then 10% (It happens a lot), I would run right next to the warrior after I root him (telling my hunter my plan first). I would then throw the HoT’s on myself, because he will almost always turn to me. Don't go to bear form, this will discourage him from attacking you. Throw full HoT’s on, pop Barkskin, and pump fake a Regrowth cast so you can get a real Regrowth up. If you can manage to get a regrowth/rejuv/lifebloom stack rolling, it -will- keep you alive against the warrior. This will force the druid out to heal his warrior, and since you're far away, your hunter can turn and do a viper while he's running to heal his warrior. If you're lucky, this can sometimes kill the warrior, but if not, you lose about 30% mana, but now the druid is at 0%, and a victory should come soon.
Rogue, Druid: This is a pretty easy fight, not one you should ever lose. The only way I can really see this team winning is if your druid is poor on CC, their druid is excellent, and they burst you down. Between roots, cyclones, abolish poison, freezing traps, wing clips, and everything else you have that their druid can do absolutely nothing about, you can kite their rogue all day long.
If you feel like it, you can start mounted and rush forward, dropping a flare at their entrance, or where they could be on the bridge at Blade’s Edge, but a much safer approach is to run up and flare where you’re going to stand. Your druid needs to stand in your flare on most stealth teams; don’t stop using flare once the fight starts, you can nullify vanishes. Place your pet on the druid; the rogue will go on it if he wants to win the game. If he kills the pet, it means you were poor with heals, CC, or pet control. In any case, pull back and start revive your pet, then send it back on the druid immediately. Do not let the druid drink; this game is already long enough without a drinking druid.
Don’t allow your druid to get low on mana, or you could put yourself in a situation where the rogue gets his CD’s back, and your druid gets CC’ed and gets OOM.
Keep vipers up on the druid; coordinate CC on the rogue, and DPS the rogue down. Again, probably the best tip I can give vs. druids is to coordinate bear to humanoid bash and viper stings.
SL/SL Warlock, Druid: I hear a lot of comments about this combo, saying that it’s hard for druid, hunter, and I’m not exactly sure where that stems from. If you know it’s a lock, druid team, put on some PvE gear if you have it, and if you want to cheese it, 120 or so SR. Remember to arcane both targets to get their buffs off.
Start off by running up to a pillar and dropping a frost trap, you will need it to kite the warlock and slow his pet. If the warlock rushes, start DPS on him, and viper sting him. Do this until his druid pops out of stealth, and then throw a viper and your pet on him. Basically, what your goal is in this fight is to drain the druid’s mana, take as little damage as possible, and kill his pets. Continue DPSing the warlock, and when the druid tries to go off and drink, or you have a good view at his pet (probably felhunter at this point), open up on it. Aimed Shot is incredible for killing pets, and draining mana even more. Have your druid CC their druid when he comes to heal the pet, and LoS the fears the warlock will definitely try to hit you with. If the pet is still alive, continue DPSing the pet, this essentially drains the mana faster than anything you could do with viper sting, and makes him eat stings. Once the first pet is dead, he will probably Fel Domination a Void Walker; you can anticipate this, have his buffs off, interrupt his casting, and dispel it with Arcane Shot if you time everything well. I’m assuming that the warlock will have his pet on your druid, but if he has it on you to avoid damage to it, or on your pet to eat HoT’s, there is no possible way you can lose, so this is a good situation. If the warlock gets his pet back up, continue to DPS him, viper the druid, and silence fears.
This is not a short fight; you and your druid will need to drink several times. You must not allow your druid to get mana drained, and you’ll need to open windows very often for him to drink. Most of the time warlocks will spam drain mana on the hunter, which isn’t that big of a deal, because you can feign + drink whenever you want to, and you should have a great deal of mana regen. If the warlock chooses to bring out a VW as his Fel Dom. pet, they no longer have a dispel, and you can freeze the warlock in order to get him off your druid. Whenever your druid needs to drink, wing clip the warlock pet, the warlock, and the druid, and do whatever else you can to stall them, such as Scare Beast, and Scatter Shot. If they continue to DPS you when your druid goes to drink, you’ll need to LoS as well as you can to avoid damage until your druid returns.
Once the pets are dead, start DPSing the warlock down, while not forgetting to drain the druid’s mana, even if he is at 0. Save all of your interrupts for hard recasts, and don’t waste more than what is necessary. Have your druid help you, if you don’t have an interrupt, have him cyclone or feral charge. If the warlock fears you, there is a good chance he is going to attempt a hard recast, tell your druid.
This combo puts out very low DPS. One game my druid and I got into a game that started off kind of rough, I was at 30% health, he was at 500 health, 500 mana, and we ended up winning the game through thorough use of LoS and abusing how OP Lifebloom is.
--A message from DA
Druid/Lock
This match requires the most communication between you and your hunter more so than any other single DPS/healer combo. You need to talk to each other about how his fear DR’s are to set up a pet kill, who's going to stop the pet summon, and when you need to set up a drink.
At the beginning you need to make sure to stay out of LOS of the warlock. If you're in Nagrand/Blade's edge, pillar humping is best, only coming out to cyclone the warlock when he drains your hunter. On Ruins, you need to be in bear form because you can't LOS the drains as well.
With your hunter beating on the warlock, the pet will take soul link damage, and when it drops to around 60-70%, throw a Lifebloom on and try to go for a pet kill. Drop to bear, and walk into LOS so your hunter can burst the pet down. The warlock will fear, so feral charge it-->Bash him. From there, rotate cyclones on the warlock and druid so they can't CC the hunter with cyclones or fears. (Cyclone one, immediately start casting on the other, immediately switch back, etc). If the pet dies, CC the warlock and try to prevent the summon. If he gets it off (he usually will), simply do it again.
This fight, while long, is actually one of our easier ones, they have almost Zero way to actually finish you off. Lifebloom can keep you alive through the warlocks damage for a long time, so don't give up if you go completely OOM, you can almost always come back.
Hunter, Druid: The idea here is to OOM the hunter, and keep him completely OOM the entire game. To make the vipers stick, silence the druid immediately after you put it up on the hunter. Your pet will go on the druid, and you’ll need to watch his health, because the game depends on him staying alive. I’ll assume the hunter will be putting his pet on your druid as well. Have your druid take him behind a pillar, get him down to 60% HP or so in bear or cat, while you LoS the hunter, or eat his auto-shots, and then bring him out to try to burst him down. If the pet dies, and the hunter is OOM, GG; your druid can now drink whenever he wants to, and his cannot.
After the hunter is OOM, start using Viper on his druid, but keep their hunter OOM. I’ll viper their hunter, then druid, and keep switching off. You must assume that their hunter has Improved Revive Pet, unless you know he does not. Don’t let him drink; you’ve got to keep DPSing him the entire game while keeping an eye on the druid. Your druid should be assisting you in keeping their druid in combat.
If at any time, you get low on health for any reason, start LoS’ing the hunter’s DPS. You can even freezing trap him, as they have no dispel. Your druid has to be spot on with abolishes on you, and himself. If he gets low on mana, CC them as well as you can with Clips, trap, et cetera to buy time.
Hunter, Priest: Abolish > them. Start off by putting your pet on their priest, and keeping vipers up on the hunter. Get the hunter OOM as fast as possible, and make sure your druid gets viper stings off you immediately. After the hunter is OOM, start working on the priest, while keeping the hunter OOM. There is no need to kill the hunter pet here, you can simply DPS the hunter and drain the hunter + priest OOM.
Mage, Rogue: This combo can be a pain, much like any other double DPS team. Start off by running up to a pillar, and dropping a snake or frost trap and flare. Both your druid and yourself need to be sitting in your flare, and you need to maintain your flare. Try to spot the rogue using Track Hidden, but don’t move out of your flare. They will usually come at you relatively quickly once the match starts, because if they don’t you can get Shadowsight and pop the rogue out of stealth.
It is completely essential that the rogue does not get an opener on your druid. Once the mage starts approaching you, put a viper sting up on him, and continue to do so every 15 seconds. If they attempt to kill you, you’ll just need to avoid all of the mages damage, while picking away at the rogue by getting away via Abolish Poison, and draining the mage’s mana. If you survive about a minute in this fashion, you will have won the game because you survived the rogues CD’s. Kill the Water Elemental if you can.
Always kill the rogue first in every DPS + rogue team.
If they attempt to go on your druid, which they probably will, you do the same thing, except you’re able to open up on the rogue. You have to avoid all polymorphs through LoS and silencing shot. Save your scatter for the rogue only, and use it to either help your druid get distance on the rogue, or during 5 second Kidney Shots. Save your trinket for the blind, and do not get Polymorped.
If they go on your druid, keep the rogue Wing Clipped the entire game. If your druid looks like he might be in trouble, go in and spam wing clip on the rogue trying to get Imp Wingclip Procs. Also, drop a frost trap for him to kite through. A good tip is for him to feral charge through a frost trap at the mage on the other side, away from the rogue, and Travel Form away while you beat the rogue.
If they are on you, and the Shadowsight buffs come up mid-game, have your druid get one so he doesn’t get blinded.
Don’t forget that you have flare. Always keep flare up in front of where your druid is kiting, or even right on top of him. If you can negate a vanish opener, or a rogue escape, you’ve done a very valuable thing.
--A message from DA
Mage/Rogue
The easiest of the double DPS teams.
You don't know which target they're going to go for, so always be careful at the start. At the beginning, if you pop out before their rogue opens, you need to ABOLISH+HOT YOURSELF FIRST before then switching to abolish/hot your hunter. This way, if the rogue is waiting for you so he can open on you, you already have HoT’s/abolish rolling and you can survive the first stun lock without using your trinket.
The fight will go one of two ways:
If they're on the hunter:
Make sure to LOS the mage in this so you can avoid counterspells. Abolish poison is your most important thing - keep it up. My personal rotation goes Abolish-Lifebloom->Rejuv(swiftmend if needed)->Lifebloom->Rejuv>Abolish->Lifebloom.
If you're 100% certain you're out of the mages LOS (and will be out of his LOS for the entire duration of the cast), cyclone/root the rogue to give your hunter more breathing room. Other than that, Watch the mage pet, when it goes up it means they’re going to shatter combo, so do a pre-emptive Rejuv for a swiftmend. Other than that, keep the full Lifeblooms rolling always, and you can usually win.
If you can pick up the shadow sight debuff, it will break the rogue's blinds, so always try to pick it up so you can save your trinket.
If they're on you:
Stay on the frost trap and kite around a pillar. Your hunter should be helping with Wing Clips if they’re next to him, but really you shouldn't have too much of a problem.
When you pop out to heal the hunter, make sure to hot yourself first, then him. The rogue will open on you, and your hunter needs to scatter him and silence the mage when he's about to cast his frostbolt shatter combo. In this fight, you need to either kite across the frost trap or pillar kite. I prefer Pillar kiting because for me it's safer, but some other people prefer frost trap kiting because it lets their hunter help more and it also lets him beat on the rogue. It's all personal preference.
Try to delay the start of the fight as long as you can. If your hunter can pick up the shadow sight buff, it will break his polymorph's so he can save his trinket for the blind.
Talk to your hunter about positioning. The ultimate goal you want to be in is where you are around a pillar, in LOS of your hunter/their rogue so you can CC the rogue and heal your hunter, while out of LOS of the mage to avoid the CS’s.
Paladin, Warrior: The easier version of druid, warrior teams because paladins do not have bear form or abolish poison. Start off by putting your pet on the paladin, and putting up vipers every 15 seconds, followed by a silencing shot to make him eat a guaranteed tics. The warrior will either go on your pet, or he will go on your druid. If he goes on your pet, simply DPS the paladin while wing clip spamming the warrior and using other CC. If they go on the druid, and they put up Judgment of Justice on him, you need to help him out by clipping the paladin and warrior. Use Frost Traps generally, but another good tactic is to Hunter’s Mark the warrior, Faerie Fire him, and freezing trap him, followed by a silencing shot on the paladin, and then spam Hunter’s Mark to hopefully avoid the dispel. This technique can buy your JoJ’ed druid enough time to get away. If you can lure the warrior out of LoS of the paladin, you can do the same thing but its more effective.
If the paladin is good, he will be beating on your pet with Judgment of Wisdom, this makes things more difficult, especially on Blade’s Edge, but keep draining his mana, and you should have no problems. Once he is OOM, DPS the warrior down, or the paladin if he is conveniently in LoS.
Paladin, Warlock: The easy version of Warlock, Druid. It is in every way the same, except the Paladin is much easier to drain, and he can’t keep pets alive as well vs. druid, hunter teams.
Disc. Priest, Rogue: Another very simple combo to beat. Run up to a pillar, drop a flare and frost trap, and wait for the rogue to attempt to jump you. Get him out of stealth and start kiting. You’ll need to be pursuing the priest to get Viper’s up on him, and avoiding all mana burns if possible. If the rogue goes on you, there really is a 0% chance that they can win, because your druid can simply abolish you and you can kite away. If the rogue goes on your druid and you get CC’ed, things can possibly get hairy. The only way they can kill your druid is if the rogue pops all of his CD’s on him, you waste your trinket on something other than blind, or you get feared, and you’re not in a position to help him. If the priest is spam dispelling your druid, and he’s going down fast, you need to scatter the rogue, and spam Wing Clip.
Be sure not to neglect flare. If the rogue is on your druid, and you’re spamming Clip’s on him, he will vanish, and if he gets to your druid again things can get bad.
DPS the rogue or priest down once the priest is OOM. I usually choose the rogue because he’s the one most easily in LoS.
They can also kill your pet for a win - don’t let this happen. If it does, CC or retreat and resummon a new one.
Feign death if the priest puts his Shadow Fiend on you, if he puts it on the druid, have him kite away.
SPriest, Rogue: This can be a difficult combo if you let things go their way. Start off by going to a pillar and dropping a snake or frost trap, and a flare. Stay in your flare, but have your druid go off to a near spot, still in your LoS. Keep vipers up on the priest, and silence him whenever the CD is up. Of course, save your scatter shot for the rogue.
If they go on you, get distance from the rogue as well as you can. Keep a flare on yourself or where you’re going, clip spam the rogue, and try to get away with Abolish. When they’re on you, only use your trinket if you’re below 60% health and you get caught in a 5 second Kidney Shot. Damage the rogue while draining the priest. He will be OOM very rapidly, and if you survive about a minute, you’ll have won because you survived the rogues CD’s. The only way this team can kill you is if your druid gets caught in a bad CS, timed with CD’s, and dispel spam from the priest. Oh, or they can have T6 and Blades of Azzinoth – free wins for them.
If the rogue jumps on your druid, who is near you, but not on you, open up DPS on the rogue. Continue to do the same thing with the priest, but drop a frost trap on your druid, and if he gets low, silence the Spriest and Scatter shot the rogue so your druid can get away and heal.
--A message from DA
Spriest/Rogue
This fight can be the hardest or the easiest, depending on how much PvE gear they use.
Again, like the other fights, if you need to pop before their rogue does, you need to hot yourself first. If you don’t, and you trinket their kidney shot, you're setting yourself up for a Blind-Sap->Fear-silence->chastise combo in which they kill your hunter. So do your best to avoid letting the rogue getting the opener on you.
If they're on the hunter:
Like all double DPS, you need to communicate your positioning to make sure that you're behind a pillar and in LOS to CC rogue/heal hunter, while out of LOS so you can't get silenced.
Rotate cyclones if you can. The priest needs to be kept occupied so he doesn't purge off the Abolishes, so your hunter needs to help out with silencing shots when he's getting low-ish. Keep abolish up, along with a triple lifebloom, and just stay alive. The priest will go OOM shortly, and then its pretty much GG.
If they're on you:
Stay on the trap. They have no real way to keep the hunter CC’ed, so as long as you stay on the trap and pillar kite you can almost always survive their rush-down. Your hunter should be helping out via wing clips, but I found that if they go on you, it's an easier match.
Spriest, Warlock: A game of pillar humping. Immediately when the game starts, rush a pillar and drop a frost trap against it. When they approach you, viper on the shadow priest and continue to do so. I prefer to damage the spriest over the warlock if I have a choice, but generally, just hit whichever one you can, only when you’re LoS of that one, and not the other one. Shortly after the game starts, the priest should be OOM, and low on health from you picking away at him.
It is crucial that you do not get feared out into the open, or you will die. If you get AoE feared, trinket it and get back onto the pillar. I place my pet on the spriest for additional damage, but if one of them goes to drink or whatever, but it on that one.
If they go on your druid, interrupt the lock’s casts with scatter shot, and silencing shot the spriest while you DPS him as hard as you can. Don’t get CC’ed, and don’t leave your druid alone to help himself.
On Lordaeron, I suggest that you do not go on top of the pillar, because you can LoS your druids heals easily. Also, never go into the cubby, wait for them to come to you.
Rogue, Warlock: Perhaps the most difficult combo for druid, hunter to beat. Start off as usual, with a flare on top of you and your druid, and drop a snake trap. Get the rogue out, and start DPS’ing him as soon as possible. Put your pet on the warlock for spell interruption.
If they go on you, you’re probably in trouble. You must get away from the rogue so Wound Poison doesn’t build up, and you don’t take too much damage. Essentially, what can happen if you let it is, the rogue solos you while the Fel Hunter eats your HoT’s and the warlock Fear spams + Deathcoil and blind on your druid. It’s impossible to live through that, so you must interrupt it with whatever you can do, cyclone, LoS, lucky abolishes, whatever it takes. You must kill the rogue as quickly as possible. Keep a Scorpid sting up on him, and scatter after your get crippling removed. Viper on the warlock, forcing him to tap, and silence fears only.
If the rogue and warlock go on the druid, you’re almost free to DPS the rogue down, while you do the essentials, like silencing damage from the warlock, and scattering at good times so your druid can get away. Kill the rogue, and don’t let yourself get CC’ed. Don’t let your druid die; you may need to spam Wing Clip on the rogue for the first minute or so of the game. Flare should always be near the rogue in a position that you think he may go in pursuit of your druid.
--A message from DA
Warlock/Rogue
Dear god I hate this combo so much. People who run this lineup deserve to be shot. Everybody say that Druid/war is scrub express, but not nearly as much as this %*#!ing retarded combo.
Again, they may go on your or the hunter, so when you pop out, hot/abolish yourself first if the rogue hasn't popped out yet. This fight requires more communication on positioning than any other combo in the game. You need to -constantly- be talking to each other about where you are and where you are going to be moving to, so you can stay out of the LOS of the warlock to avoid fears while maintaining LOS on the hunter to keep him healed.
If they're on the hunter:
Do not cast until the warlock uses his silence. Getting counterspelled is almost GG. Don't do it.
You need to constantly be aware of the warlock, most teams will simply have the warlock dot the hunter, the Walk over to you and do NOTHING but fear...fear...fear...(blind from rogue)...fear...fear...fear, with a deathcoil when you trinket out to continue the cycle while the rogue kills your hunter. He won't dot you because dot ticks means fear could break.
So, you need to be next to a pillar and watching the warlock carefully to avoid getting feared in the first place. Keep abolish/lifebloomx3/rejuv up, Swiftmending whenever possible. If the warlock gives up trying to fear you and starts nuking the hunter, you can come out and pump fake a cyclone to bait the counterspell (If they give up they will watch you very carefully to CS, so they will almost always fall for this).
Keep the hots up, and eventually the rogue will run out of cooldowns. When he does, he will get kited and then killed. This game is simply a matter of how good you are at avoiding the fears.
If they're on you:
Frost trap owns them. Keep abolish up, Rejuv/lifebloom, and kite around the trap/pillars. Your hunter can help you here; you need to communicate very, very well. When he gets feared he should be screaming, "I got feared", if you're ok and can survive, tell him that so he can save his trinket for the next fear or blind. If you're not ok, you need to scream back "DEAR GOD GET THIS ROGUE OFF ME" and he can trinket to help you out via scatter. If you see the rogue blow trinket, you can then use a NS cyclone to buy yourself 6 seconds to get away from him.
Delay the start as long as you can so you can pick up the shadowsight, this way he can't do a blind-->sap combo in which they can kill your hunter.
Shaman, Warrior: Sit on a pillar, and wait for them; there is no need to rush a totem farm. When the warrior rushes in on you, freezing trap him, and then run to where the shaman is to start draining his mana with Viper and put your pet in. The most notable thing to know in this fight is that you must kill totems, which is very easy to do with 2 1h’ers. Windfury and Poison Cleansing are the two most crucial that you kill, along with Mana Tide when it goes down. When they pop Heroism, try to dispel it from the warrior first, and then the shaman.
If the warrior goes for you, have your druid spam CC on him while you drain the mana of the shaman and kill totems. It doesn’t matter much who you DPS at this point, because the goal is to lower his mana, and the warrior or shaman will do. They have no dispel, so you can freeze the warrior, but you need to kill Grounding Totems first. If the warrior goes on your druid, DPS him, but be aware of his health and insane sword crits.
Once the Shaman is low on mana, take your pet off of him, turn off your Scorpid Poison, and put the pet on the warrior. From this point on, having your pet on the shaman is giving him infinite mana, so keep him in combat using Viper Sting, Arcane Shot, and your druid. DPS the warrior down.
Disc Priest, Warlock: Probably the easiest out of the warlock, healer compositions. Viper Sting the priest and put your pet on him. LoS the warlock as well as you can, and don’t let any mana burns get at your druid. You shouldn’t need to kill the warlock pet, but if your druid gets low on mana, that’s one way to insure you can’t lose. I usually just DPS the priest so I don’t have to worry about mana burns, and priests are soft anyway. Once the priest is OOM, DPS whoever is in LoS, and make sure they don’t get an opportunity to drink.
Therst-
[1:27 PM
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